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Bort
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- Fixed 4-4 Big Engage 8 not being tagged as a blitz
- Adjusted 3-4 Tampa 2 play to better cover the width of the field with the underneath zones
- Added some requested defense plays:
https://glb2.warriorgeneral.com/images/tactics/defense_plays/961.jpg 3-4 Cloud Contain Stg
https://glb2.warriorgeneral.com/images/tactics/defense_plays/962.jpg 3-4 Cloud Contain Wk
https://glb2.warriorgeneral.com/images/tactics/defense_plays/963.jpg 4-4 Sky Contain Strong
https://glb2.warriorgeneral.com/images/tactics/defense_plays/964.jpg 4-4 Sky Contain Weak
https://glb2.warriorgeneral.com/images/tactics/defense_plays/965.jpg 4-4 Big Cloud DE Contain
https://glb2.warriorgeneral.com/images/tactics/defense_plays/966.jpg 4-4 Big Cloud Contain Stg
https://glb2.warriorgeneral.com/images/tactics/defense_plays/967.jpg 4-4 Big Cloud Contain Wk
https://glb2.warriorgeneral.com/images/tactics/defense_plays/968.jpg Nickel Cloud DE Contain
https://glb2.warriorgeneral.com/images/tactics/defense_plays/969.jpg Nickel Cloud Contain Stg
https://glb2.warriorgeneral.com/images/tactics/defense_plays/970.jpg Nickel Cloud Contain Wk
https://glb2.warriorgeneral.com/images/tactics/defense_plays/971.jpg Nickel 3-3-5 Cloud Contain
https://glb2.warriorgeneral.com/images/tactics/defense_plays/972.jpg Nickel 3-3-5 Cloud Contain Stg
https://glb2.warriorgeneral.com/images/tactics/defense_plays/973.jpg Nickel 3-3-5 Cloud Contain Wk
https://glb2.warriorgeneral.com/images/tactics/defense_plays/974.jpg Dime Sky Contain
https://glb2.warriorgeneral.com/images/tactics/defense_plays/975.jpg Dime Sky Contain Strong
https://glb2.warriorgeneral.com/images/tactics/defense_plays/976.jpg Dime Sky Contain Weak
https://glb2.warriorgeneral.com/images/tactics/defense_plays/977.jpg Dime 3-2-6 Cloud Contain
https://glb2.warriorgeneral.com/images/tactics/defense_plays/978.jpg Dime 3-2-6 Cloud Contain Stg
https://glb2.warriorgeneral.com/images/tactics/defense_plays/979.jpg Dime 3-2-6 Cloud Contain Wk
https://glb2.warriorgeneral.com/images/tactics/defense_plays/980.jpg 5-2 Cloud Contain
https://glb2.warriorgeneral.com/images/tactics/defense_plays/981.jpg 4-3 Tampa 2
https://glb2.warriorgeneral.com/images/tactics/defense_plays/982.jpg 3-4 Tampa 2 Contain Wk
https://glb2.warriorgeneral.com/images/tactics/defense_plays/983.jpg 3-4 Tampa 2 Contain Stg
https://glb2.warriorgeneral.com/images/tactics/defense_plays/984.jpg 3-4 Tampa 2 Sink
 
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- Adjusted Domineer push vector to include a more vertical component with the sideways push, and normalized its possible distance more between rolls
- Fixed/adjusted deep zone defender math to make sure they better cover the deepest receiver depth and start the play in more of a backpedal direction
 
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- Added some more requested defense plays:
https://glb2.warriorgeneral.com/images/tactics/defense_plays/985.jpg 4-4 2 Contain Weak
https://glb2.warriorgeneral.com/images/tactics/defense_plays/986.jpg 4-4 2 Contain Strong
https://glb2.warriorgeneral.com/images/tactics/defense_plays/987.jpg 4-4 Cloud Sink
https://glb2.warriorgeneral.com/images/tactics/defense_plays/988.jpg 4-4 Cloud Flat Wk
https://glb2.warriorgeneral.com/images/tactics/defense_plays/989.jpg 4-4 Cloud Flat Stg
https://glb2.warriorgeneral.com/images/tactics/defense_plays/990.jpg 4-4 Cover 4 Contain
https://glb2.warriorgeneral.com/images/tactics/defense_plays/991.jpg 4-4 Cover 4 Contain Wk
https://glb2.warriorgeneral.com/images/tactics/defense_plays/992.jpg 4-4 Cover 4 Contain Stg
https://glb2.warriorgeneral.com/images/tactics/defense_plays/993.jpg 4-4 Big 2 Contain Weak
https://glb2.warriorgeneral.com/images/tactics/defense_plays/994.jpg 4-4 Big 2 Contain Strong
https://glb2.warriorgeneral.com/images/tactics/defense_plays/995.jpg 4-4 Big Tampa 2
https://glb2.warriorgeneral.com/images/tactics/defense_plays/996.jpg 4-4 Big Tampa 2 Flat Wk
https://glb2.warriorgeneral.com/images/tactics/defense_plays/997.jpg 4-4 Big Tampa 2 Flat Stg
https://glb2.warriorgeneral.com/images/tactics/defense_plays/998.jpg 4-4 Big 2 DE Contain
https://glb2.warriorgeneral.com/images/tactics/defense_plays/999.jpg 4-4 Big 2 DE Contain Wk
https://glb2.warriorgeneral.com/images/tactics/defense_plays/1000.jpg 4-4 Big 2 DE Contain Stg
https://glb2.warriorgeneral.com/images/tactics/defense_plays/1001.jpg 5-2 Cover 2 DE Contain Wk
https://glb2.warriorgeneral.com/images/tactics/defense_plays/1002.jpg 5-2 Cover 2 DE Contain Stg
https://glb2.warriorgeneral.com/images/tactics/defense_plays/1003.jpg 5-2 Tampa 2
https://glb2.warriorgeneral.com/images/tactics/defense_plays/1004.jpg 5-2 Tampa 2 Contain
https://glb2.warriorgeneral.com/images/tactics/defense_plays/1005.jpg 5-2 Tampa 2 Contain Wk
https://glb2.warriorgeneral.com/images/tactics/defense_plays/1006.jpg 5-2 Tampa 2 Contain Stg
 
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- Fixed some issues with coverage assignment logic when using certain older man coverage plays, causing players to play short zones when they were not meant to
- Fixed an issue with coverage intercept point calculations vs HB screen plays
 
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- Fixed bug that would sometimes cause zone defenders to ignore a screen receiver they had already reacted to after the ball was thrown, which would make them return to their zone center
Edited by Bort on Oct 13, 2023 02:31:38
 
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- Fixed issue that caused one of the web servers to sometimes return a 500 error when loading the home page
 
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- Options added to home page player list to view franchise players by free agent/signed/inactive status
- Franchise players created for non-rookie franchises will automatically be leveled to the appropriate level for the franchise's league (Lv 15 for sophomore, etc). "Experienced" option will add additional XP as usual
- Sophomore teams may now be converted to Franchise via option on team profile page, since it is possible to get a new one via the wait list and players can be created directly at that level
Edited by Bort on Nov 30, 2023 04:42:51
Edited by Bort on Nov 30, 2023 01:02:03
 
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Website Updates:
- Fixed contract offer page to always allow offering a renegotiated contract that is lower than the current one, even if still over the cap, and allow all renegotiations during offseason

Sim Updates:
- Lead blockers will now just move on to normal blocking handling if they get too far ahead, instead of waiting around for the runner
- Increased difficulty of pass consistency rolls
- Increased difficulty of pocket awareness rolls, especially vs weak side blitzers
- Increased difficulty of receiving consistency rolls
- Increased penalty on catch rolls for defenders > 1 nearby
- Decreased difficulty of catch rolls when wide open
- Decreased bonus to initial balance, and slightly decreased catch roll bonus, when catching a screen pass
- Increased range within which Sideline Bomb SA can work to 21 ft
- Decreased minimum pass distance for Hail Mary SA to fire from 20 to 13 yds, and level 3 now works for whole second half
- Reduced minimum angle for passes to allow for zippier throws when possible, but bad/wobbly passes will have their angle increased to make them floatier by default
- Reworked calculations for passes over the middle to have QB check if the pass would go over a defender's head and increase min throw angle if so, instead of blanket increasing it for all short passes over the middle
- Increased radius for zone defenders to be considered to be covering a receiver when choosing pass targets
- Slightly reduced possible range a bad pass can miss its target by
- Added bonus chance for receiver to immediately spot the QB's pass target when thrown, based on catch awareness, modified by chemistry rolls for both players
- Added bonus chance for QB to roll for a quality pass with disadvantage when failing the initial roll, if consistency roll has been passed successfully
- Improved ball physics to properly account for difference in drag coefficient on a wobbly vs spiral pass, rather than using a general "in the middle" value. This allows "spiral" passes to have less drag and travel faster for longer, while wobbly passes have more drag and slow down more quickly. A good punt accuracy roll can also give the ball a "spiral" for reduced drag.
- Ball physics also updated to use more realistic air density in calculations based on temperature and precipitation (humidity), instead of one catch-all value. This is probably not all that noticeable, but I updated it for completeness's sake
Edited by Bort on Dec 2, 2023 16:14:38
Edited by Bort on Dec 2, 2023 16:13:33
Edited by Bort on Dec 2, 2023 15:40:27
 
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- Fixed issue where lead blockers would try to avoid the ball carrier coming up from behind them, sometimes causing stuttering movement back and forth
- QB will better deprioritize pass angles which travel near in-between defenders when possible
- Fixed a couple of minor bugs with updated ball physics and intercept point calculations
- Slightly increased base pass catch chance
Edited by Bort on Dec 3, 2023 20:21:13
 
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- Domineer SA now also increases blocker's balance loss while active
- Seeing Red SA activation chance and duration increased
- Slightly reduced fake duration for Head Fake SA
- Increased Pass Awareness' effect on finding (or failing to find) the ideal spot to throw where defenders can't reach
- Increased chance to throw a quality spiral pass when pressure is very low

Added a few plays from player requests:
https://glb2.warriorgeneral.com/images/tactics/offense_plays/812.gif Singleback TE Flag
https://glb2.warriorgeneral.com/images/tactics/offense_plays/813.gif Singleback Drags WR2 Spot
https://glb2.warriorgeneral.com/images/tactics/offense_plays/814.gif Singleback Posts TE Drag
https://glb2.warriorgeneral.com/images/tactics/defense_plays/1007.jpg 4-3 Cover 2
https://glb2.warriorgeneral.com/images/tactics/defense_plays/1008.jpg 4-4 Big Cover 2 Flats
https://glb2.warriorgeneral.com/images/tactics/defense_plays/1009.jpg 5-2 GL Cover 1
Edited by Bort on Dec 4, 2023 01:32:55
Edited by Bort on Dec 4, 2023 00:58:53
Edited by Bort on Dec 4, 2023 00:57:09
 
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- Increased QB's min preferred launch angle for longer passes
- Fixed another minor bug with receiver intercept point calculations
- Added a small modifier to tackling interactions based on weight differential (heavier player gets a bonus)

Added some more plays from player requests:
https://glb2.warriorgeneral.com/images/tactics/offense_plays/815.gif Pistol TE Flag
https://glb2.warriorgeneral.com/images/tactics/offense_plays/816.gif Pistol Drags WR2 Spot
https://glb2.warriorgeneral.com/images/tactics/offense_plays/817.gif Pistol Posts TE Drag
https://glb2.warriorgeneral.com/images/tactics/offense_plays/818.gif Singleback Big PA Double Outs
https://glb2.warriorgeneral.com/images/tactics/offense_plays/819.gif Pistol Big PA Double Outs
https://glb2.warriorgeneral.com/images/tactics/offense_plays/820.gif Singleback Big FL Clearout
https://glb2.warriorgeneral.com/images/tactics/offense_plays/821.gif Pistol Big FL Clearout
https://glb2.warriorgeneral.com/images/tactics/offense_plays/822.gif Singleback Trips Middle Pressure
https://glb2.warriorgeneral.com/images/tactics/offense_plays/823.gif Singleback Trips Under Drags
https://glb2.warriorgeneral.com/images/tactics/offense_plays/824.gif I Drags Backs Go
https://glb2.warriorgeneral.com/images/tactics/offense_plays/825.gif I Drags WR2 Spot
https://glb2.warriorgeneral.com/images/tactics/offense_plays/826.gif Singleback Big Drags WR2 Spot
https://glb2.warriorgeneral.com/images/tactics/offense_plays/827.gif I HB Smash Spot
https://glb2.warriorgeneral.com/images/tactics/offense_plays/828.gif Singleback Trips Cross Ups
https://glb2.warriorgeneral.com/images/tactics/offense_plays/829.gif I TE Comeback
https://glb2.warriorgeneral.com/images/tactics/offense_plays/830.gif I Sideline Outs
https://glb2.warriorgeneral.com/images/tactics/offense_plays/831.gif I WR2 Clearout
https://glb2.warriorgeneral.com/images/tactics/offense_plays/832.gif I HB Gut Shot
https://glb2.warriorgeneral.com/images/tactics/offense_plays/833.gif I Gut Shot Drags
 
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- Increased minimum pass angle and angle increase modifier when throwing longer passes or passes over/near defenders
- Increased z coordinate (height) for pass targeting when throwing longer passes or passes near coverage, so lead passes can come in over the top better and taller receivers can reach up or use their vertical on contested balls
- Fixed issue where QB could choose to throw even if the best available throw point calculation had a terrible score due to heavy coverage. QB will now tend to be more picky when choosing a target, unless under pressure or failing awareness rolls
- Base/max jump height reduced slightly, and it now increases exponentially with vertical instead of linearly, so it requires a little more vertical before reaching a decent height
- Added a small weight component to max jump height (lighter players can jump higher than heavy players)
- Added a small weight component to balance recovery (lighter players recover balance more quickly than heavy players)
- Added some additional text to play by play descriptions relating to pass type and quality, to help make it easier to tell when a pass was poorly thrown or find short/long/screen pass play types
- Fixed ball carrier being able to try and sidestep while already engaged in a spin move, which would cause unintended movement
Edited by Bort on Jan 3, 2024 23:42:47
Edited by Bort on Jan 3, 2024 19:41:35
Edited by Bort on Jan 3, 2024 19:39:51
Edited by Bort on Jan 3, 2024 19:32:35
 
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- Rewrote/redesigned pass targeting and receiver risk calculation algorithms. Major updates for the new version includes:
Prioritizes leading along route direction much more
Gives a larger risk penalty to double teams
Gives a lower risk penalty to defenders who are behind and chasing the receiver
Adds an exponentially increasing launch angle based on pass distance which allows for more bullet passing short
Fixes some issues with accuracy modifiers for errant passes, and addresses or removes a few other quirks

- Reduced distance receivers are willing to leave their route path to catch an errant pass, so they don't try to catch wildly off-target throws
- Tunnel Vision ability blocker roll reduction modifier increased slightly
- Spin Cycle ability cooldown balance penalty increased slightly
- Slightly reduced vertical component to Spin ability animation
- Added a balance floor during Juke skill so player doesn't slow down too much during and after animation, and slightly increased vertical component of animation
- Changed Spin to have the same possible fake duration range as Juke (Spin's max duration was 1 tick higher than Juke)
- Opportunist ability can now activate when within a couple of feet of a tackle, not just as the tackle is initiated
- Fixed Resolute ability having a much lower activation chance than reported in the description text
- Reduced difficulty of roll to see incoming passes for pass defenders
- Reduced distance man defender is willing to travel from his man when trying to intercept pass
- Modified pass defenders interception logic to attempt fewer "borderline reachable" interceptions requiring jumping or diving, etc
- Increased penalty to block rolls in the open field
- Slightly decreased acceptable angle from which to engage a run block
- Slightly shifted tackle interaction roll difficulty balance more in favor of the tackler
- Slightly shifted run block interaction roll difficulty balance more in favor of the player being blocked
- Added extra pass rush tactic setting "Bull" with a very small avoidance bias, and slightly decreased avoidance for "Power" setting
- All CB blitzes now start with pre-snap motion, but from an extra yard off the line
- Increased difficulty of snap reaction roll for pre-snap motion blitzers, which results in lowered starting balance if failed
- Receivers whose route directives run out downfield will now continue on their last path instead of stopping for a time (except for comeback type routes)
- Fixed bug where pre-snap blitzers were not being flagged correctly as blitzers for the purposes of activating related signature abilities
- Fixed bug where pass rusher would sometimes try to avoid blocker behind him, modifying his path in unintended ways
- Fixed bug where players who were backpedaling were sometimes allowed to occupy the same space as another player
 
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- Quick scrimmage limit doubled during off/preseason only
 
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- Fixed pre-snap blitz motion for CBs taking an incorrect angle depending on the side of the field they were on, and adjusted their path slightly
- Fixed pre-snap blitz motion not working during 2-point conversion attempts
- Fixed a few Shotgun and Pistol formation plays that did not use the proper long snap animation
- Addressed some issues with players going out of bounds to try to catch off target passes
- QB accuracy roll difficulty increased a bit, especially for longer throws
- Increased minimum miss radius range when determining accuracy for "bad" passes
- QBs will no longer try to block after passing or handing off, unless the ball is very near to them
- Stiff Arm ability can now trigger before a tackle happens when close enough to a defender at the proper angle (as opposed to only triggering at the point of contact)
- Receivers whose route directives run out will no longer continue to extend their route if they hit the sideline or more than 50 yds downfield
- Reduced timer and distance thresholds for defenders in flats zones to abandon their empty zone and blitz
- Moved CB deep zone centers a bit further toward the sideline based on how far from center field they are
 
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