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- Reworked QB checkdown handling to favor first and second checkdowns for a longer duration (especially the first checkdown), waiting for routes to develop more, before working down to 3rd/4th or 5th
- Added a special QB handler to spot a wide open receiver, even if he's not the current checkdown, if he's in an advantageous position such as near or beyond a first down or has made decent progress downfield, or if the QB is under heavy pressure (so he can dump to a wide open HB short, etc). Awareness/consistency rolls apply.
- Increased the range the QB is willing to try to pass beyond the target's current position, to help him find better leading angles. This calculation has also been updated to favor leading along the player's current trajectory more.
- Improved some aspects of QB's targeting calculation to better throw "where the defenders aren't." The pass accuracy check difficulty for this has also been increased a bit.
- Increased difficulty of zone defender reaction roll a bit, making it a little harder to react to the pass early
- Increased difficulty of pass interception chance roll a bit, especially when facing away from the ball
- Decreased difficulty of pass deflection rolls when fellow defenders are nearby
- Reworked some pass block disengagement related code to better allow handling of pass rush deflection opportunities when the ball is passed. This ties into the new Hands Up SA listed below. I may still bump up or tweak the base chance for this in the future.
- Moderately reduced energy loss for QB when handing off the ball to a running back
- Slightly reduced passive energy loss for QB dropback movement
- Moderately increased energy loss from breaking through or dragging a tackler, especially when they are heavy
- Slightly increased effect of energy on balance
- Base chemistry bonus for the first 6 days of the season doubled
- Moderately increased Pump Fake SA's fake chance at higher levels
- Third Down Stopper SA activation chance increased from 20/35/60 to 25/45/75, and it now also grants a bonus to pass rush deflection
- Chip Shot SA now grants bonus kick accuracy at level 2 and 3
- First Step SA now drains far less energy, especially at level 2 and 3
- Added new SA for pass rushing defenders: Hands Up
- Added new SA for QB: Sideline Bomb
Some many things addressed, great changelog. Thank you Bort
- Reworked QB checkdown handling to favor first and second checkdowns for a longer duration (especially the first checkdown), waiting for routes to develop more, before working down to 3rd/4th or 5th
- Added a special QB handler to spot a wide open receiver, even if he's not the current checkdown, if he's in an advantageous position such as near or beyond a first down or has made decent progress downfield, or if the QB is under heavy pressure (so he can dump to a wide open HB short, etc). Awareness/consistency rolls apply.
- Increased the range the QB is willing to try to pass beyond the target's current position, to help him find better leading angles. This calculation has also been updated to favor leading along the player's current trajectory more.
- Improved some aspects of QB's targeting calculation to better throw "where the defenders aren't." The pass accuracy check difficulty for this has also been increased a bit.
- Increased difficulty of zone defender reaction roll a bit, making it a little harder to react to the pass early
- Increased difficulty of pass interception chance roll a bit, especially when facing away from the ball
- Decreased difficulty of pass deflection rolls when fellow defenders are nearby
- Reworked some pass block disengagement related code to better allow handling of pass rush deflection opportunities when the ball is passed. This ties into the new Hands Up SA listed below. I may still bump up or tweak the base chance for this in the future.
- Moderately reduced energy loss for QB when handing off the ball to a running back
- Slightly reduced passive energy loss for QB dropback movement
- Moderately increased energy loss from breaking through or dragging a tackler, especially when they are heavy
- Slightly increased effect of energy on balance
- Base chemistry bonus for the first 6 days of the season doubled
- Moderately increased Pump Fake SA's fake chance at higher levels
- Third Down Stopper SA activation chance increased from 20/35/60 to 25/45/75, and it now also grants a bonus to pass rush deflection
- Chip Shot SA now grants bonus kick accuracy at level 2 and 3
- First Step SA now drains far less energy, especially at level 2 and 3
- Added new SA for pass rushing defenders: Hands Up
- Added new SA for QB: Sideline Bomb
Some many things addressed, great changelog. Thank you Bort






























