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lukin83
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Originally posted by hydro2584
instead of kicking a fg fromt he 20 yard line with 23 seconds left we ran the clock out verse the growas and had to win it in ot.what the fuck is up with the kicking.guess im gonna have to fix something in the ai settings


What did you have set as your FG range?
 
MC_Hammer
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Do you guys have your kicking range set in your new AI? If not the kicker won't kick FGs unless you stop using the new AI and go back to defaults.
Or at least not from that far out, lol.

I was surprised to see after the game tiday that the Shellbacks no longer have CPU players, although you still have a long way to go.
Good luck in your building process.
 
lukin83
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Originally posted by MC_Hammer
Do you guys have your kicking range set in your new AI? If not the kicker won't kick FGs unless you stop using the new AI and go back to defaults.
Or at least not from that far out, lol.


By my understanding, leaving the range blank just defaults it to the way it used to be set.

We did manage to kick a short FG at the end of the second half, but that was because of a 2nd Quarter override in our AI.
 
RTS
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As long as you have the tactic set to 'Kick when within Field Goal Range' in the Input section of the AI. It's the first section when you create a new Input click the first show/hide, not in the Output section. In the drop down box, 'Special Circumstances' select when within field goal range and as long as the when to kick a field goal is blank it is supposed to set to the default FG range.

Good luck on your next game.
 
lukin83
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Originally posted by tahl
As long as you have the tactic set to 'Kick when within Field Goal Range' in the Input section of the AI. It's the first section when you create a new Input click the first show/hide, not in the Output section. In the drop down box, 'Special Circumstances' select when within field goal range and as long as the when to kick a field goal is blank it is supposed to set to the default FG range.

Good luck on your next game.


Yeah. We had it set that way.
 
MC_Hammer
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Originally posted by lukin83
Originally posted by MC_Hammer

Do you guys have your kicking range set in your new AI? If not the kicker won't kick FGs unless you stop using the new AI and go back to defaults.
Or at least not from that far out, lol.


By my understanding, leaving the range blank just defaults it to the way it used to be set.


In my understanding it only defaults if you turn the new AI off. Otherwise you need to have a value there.
I could be wrong, but what can it hurt to put the range in there and find out for sure?
 
Jukin Jive
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Originally posted by MC_Hammer
Originally posted by lukin83

Originally posted by MC_Hammer


Do you guys have your kicking range set in your new AI? If not the kicker won't kick FGs unless you stop using the new AI and go back to defaults.
Or at least not from that far out, lol.


By my understanding, leaving the range blank just defaults it to the way it used to be set.


In my understanding it only defaults if you turn the new AI off. Otherwise you need to have a value there.
I could be wrong, but what can it hurt to put the range in there and find out for sure?


Well, does anyone know how much Bort nerfed the kickers? If not, it'd suck to set a range before we know and get screwed by missing 45 yarders all day. Our last loss came when he decided to play around with the passing settings in the middle of the season, and I'd hate to lose again on something strange like that.
 
MC_Hammer
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I can't tell you from FG experience yet since I didn't get the chance to kick any today, but went 17/17 on XPs. Good thing I upped my kicker's stamina a bit last season.

The kicker nerfing as far as I can tell is affecting lopsided builds (i.e. 73 kicking with 43 strength and 35 vision) more than balanced builds, but don't quote me on that.
Last edited Aug 4, 2008 01:56:51
 
McGruffHawk
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Originally posted by MC_Hammer
Do you guys have your kicking range set in your new AI? If not the kicker won't kick FGs unless you stop using the new AI and go back to defaults.
Or at least not from that far out, lol.

I was surprised to see after the game tiday that the Shellbacks no longer have CPU players, although you still have a long way to go.
Good luck in your building process.


I have nothing in that box, nut my kicker has attempted and made several shorter FG's, so I don't think its due to that box. I think its the nerfing.
 
HOODjelly
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Originally posted by MC_Hammer


The kicker nerfing as far as I can tell is affecting lopsided builds (i.e. 73 kicking with 43 strength and 35 vision) more than balanced builds, but don't quote me on that.



I'm not quite sure I agree with this if this is how kickers were nerfed. Both strength and vision are secondary/minor attributes for a kicker. It's like saying a center will no longer block as effectively because he has 75 strength, 75 blocking, and only 25 tackling.
 
MC_Hammer
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Originally posted by CableJelly
Originally posted by MC_Hammer



The kicker nerfing as far as I can tell is affecting lopsided builds (i.e. 73 kicking with 43 strength and 35 vision) more than balanced builds, but don't quote me on that.



I'm not quite sure I agree with this if this is how kickers were nerfed. Both strength and vision are secondary/minor attributes for a kicker. It's like saying a center will no longer block as effectively because he has 75 strength, 75 blocking, and only 25 tackling.


That is not what I was saying at all. I only meant when the numbers are that far out of whack. For punters, punting is the only primary, but for kickers there are 3 primaries and they all need to be really high, not just one or 1.5 of them.
Last edited Aug 4, 2008 06:19:06
 
Painmaker
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Kickers have two primaries: kicking and confidence. Check out how many points are automatically applied to each skill when they level. "Vision" doesn't mean whether or not you wear glasses, and it doesn't take a ton of strength to kick a 30-yard FG (so not kicking from the 20 probably isn't a result of low strength). All kicking requires is solid mechanics (kicking) and not being a head case when the game is on the line (confidence).
 
BradyFTW
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Great greasemonkey script for identifying your position's major and minor attributes:

http://userscripts.org/scripts/show/29818
 
beenlurken
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Originally posted by lukin83
Originally posted by MC_Hammer

Do you guys have your kicking range set in your new AI? If not the kicker won't kick FGs unless you stop using the new AI and go back to defaults.
Or at least not from that far out, lol.


By my understanding, leaving the range blank just defaults it to the way it used to be set.

We did manage to kick a short FG at the end of the second half, but that was because of a 2nd Quarter override in our AI.


That is my understanding to Lukin. From the AI directions at the top of AI page...

"If you leave a field blank, there are no matching inputs for a situation, or there are no outputs listed, play calling will default to your "basic" settings and general football logic."

From that info you would have to assume that if you dont set a FG distance that it defaults to FG distance from Basic/Old tactics, right?
Last edited Aug 4, 2008 08:29:10
 
lukin83
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Originally posted by beenlurken
Originally posted by lukin83

Originally posted by MC_Hammer


Do you guys have your kicking range set in your new AI? If not the kicker won't kick FGs unless you stop using the new AI and go back to defaults.
Or at least not from that far out, lol.


By my understanding, leaving the range blank just defaults it to the way it used to be set.

We did manage to kick a short FG at the end of the second half, but that was because of a 2nd Quarter override in our AI.


That is my understanding to Lukin. From the AI directions at the top of AI page...

"If you leave a field blank, there are no matching inputs for a situation, or there are no outputs listed, play calling will default to your "basic" settings and general football logic."

From that info you would have to assume that if you dont set a FG distance that it defaults to FG distance from Basic/Old tactics, right?


Yes, I believe that should be the case. This is what it says next to where you input the FG range:

Field Goal Range (leave blank for "auto"):

I have to assume auto is the same formula for range that was used last season.
 
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