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treygreen13
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Originally posted by Galactic Empire
He has 64 conditioning right now and was gased most of the game...


Whew you're stacking that conditioning early.

I wonder how this will effect O-linemen, since it will be harder to have a single Center or every-down Pass-Pro OT. Going to have to reconsider my plan for this season...
 
bhall43
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Originally posted by JokersChaos
depending on how serious it is and how much conditioning you have, Popeye might take a huge hit from this.


everyone has tons of stamina. I guess we will see.
 
AirMcMVP
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Originally posted by Galactic Empire
I'm running a couple of scrims tonight with Academy to see how much energy our HB gets drained for playing every down.


To the PUP machine!
 
Sov.
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my biggest takeaway is its going to be near impossible to properly rest your starting players to avoid the penalty when they are high cond.

testing all 3 settings seemed to lead to roughly the same results, the player does not get rested until hes significantly gassed, which for a 100 cond players is far more than "a few consecutive snaps" so you already lost a ton of unnecessary energy due to the new penalty without being able to just mix in a backup to avoid the issue.

i really think the substitution settings need to be re-worked a bit to balance these new changes. frequent = every 5ish snaps, sometimes = every 10ish snaps, infrequent = only when necessary
 
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Originally posted by Sov.
my biggest takeaway is its going to be near impossible to properly rest your starting players to avoid the penalty when they are high cond.

testing all 3 settings seemed to lead to roughly the same results, the player does not get rested until hes significantly gassed, which for a 100 cond players is far more than "a few consecutive snaps" so you already lost a ton of unnecessary energy due to the new penalty without being able to just mix in a backup to avoid the issue.

i really think the substitution settings need to be re-worked a bit to balance these new changes. frequent = every 5ish snaps, sometimes = every 10ish snaps, infrequent = only when necessary


Maybe make an official suggestion?
 
jfbueno
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Originally posted by Myrik_Justiciar
Maybe make an official suggestion?


Too late for this season since the change was done so late I would think.
 
JokersChaos
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Now I want to double check on a previous change.... The Salary cap will not change and player salaries will not change, CORRECT?

I would love it if a SIM was ran against all rosters to ensure that we know our roster isn't bugged with the cap and something goes horribly wrong.
 
TyDavis315
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Conditioning isn't important anymore, subs are the new thing. Tell your friends with 36 man, S* hoarding teams
 
Xars
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Originally posted by Sov.
my biggest takeaway is its going to be near impossible to properly rest your starting players to avoid the penalty when they are high cond.

testing all 3 settings seemed to lead to roughly the same results, the player does not get rested until hes significantly gassed, which for a 100 cond players is far more than "a few consecutive snaps" so you already lost a ton of unnecessary energy due to the new penalty without being able to just mix in a backup to avoid the issue.

i really think the substitution settings need to be re-worked a bit to balance these new changes. frequent = every 5ish snaps, sometimes = every 10ish snaps, infrequent = only when necessary


Substitution should be on Energy level versus snaps IMO. My guess is the Depth Chart logic needs a tweak.

There will be enough data by seasons end to see what is needed.

Everyone is in the same boat for S27.

Makes for an interesting season.

 
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Originally posted by TyDavis315
Conditioning isn't important anymore, subs are the new thing. Tell your friends with 36 man, S* hoarding teams


 
JokersChaos
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I don't like the new subs. Back ups with high conditioning are taking the huge bulk of snaps. The starter conditioning isn't bad at all, but just doesn't come back into the game.
 
DeeVee8
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So, back ups are the new starters?
 
Detroit Leos
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High conditioning backups have always caused some issues with snap counts... I like Sov's idea a bit but would like to just drop Frequently, Sometimes and Infrequently together and instead just have 1/2 plays, 1/3 plays, 1/4 plays, 1/5 plays and 1/8 plays or something like that. The potential issue would be what if a player is set to 1/3 for multiple positions and misses a sub at one position due to already got subbing elsewhere. I want more control over substitutions.
Edited by Detroit Leos on Aug 29, 2017 18:54:56
 
JokersChaos
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Originally posted by Detroit Leos
High conditioning backups have always caused some issues with snap counts... I like Sov's idea a bit but would like to just drop Frequently, Sometimes and Infrequently together and instead just have 1/2 plays, 1/3 plays, 1/4 plays, 1/5 plays and 1/8 plays or something like that. The potential issue would be what if a player is set to 1/3 for multiple positions and misses a sub at one position due to already got subbing elsewhere. I want more control over substitutions.


I do like the direction of his idea, not sure the specifics of how I would prefer his idea adjusted, but something about it.

As for backups, I'm speaking specifically about the HB here. Last year I was with WWMI as we all know, there I was able to work with Bones and Doge at HB. Doge had the higher Conditioning, but with him as the backup with frequent substition it evened out the carries. This season I have 2 HB's, the backup has more conditioning but gets way more plays... yet the ratio is about the same.
 
HayRow
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I'll post this in bugs too, but my roster got fucked by whatever change occured.

Soph TITs team roster http://glb2.warriorgeneral.com/game/roster/2644

This CPU CB http://glb2.warriorgeneral.com/game/player/247102 got signed and my S*DT http://glb2.warriorgeneral.com/game/player/268094 got cut before he could re-sign...
 
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