Originally posted by Deathblade -Discussion about increasing the energy drain, making stamina more valuable.
Stamina is a joke right now. I have a dot with 66 stamina who plays over 30 plays per game of mostly KOS and KRS and he regularly finishes games with over 95 energy. He doesn't even have distance runner.
- I have found that the QB ability to throw left/right/far/long based on the defense is disabled. I don't recall if that was intentional or not. I have re-enabled it to look at again, but I have found that it tends to cause some extra incompletes.
i'm curious about the lead distance, has bort ever said what receiver speed the qb uses when deciding how far to lead?
i ask because of this situation, which i imagine is pretty common 1) the qb uses the receiver's current speed 2) the defender isnt directly behind the receiver 3) the QB decides to throw away from the defender, forcing the receiver to change directions that direction change would result in a loss of speed which would skew the QB's 'ideal' lead because the QB was expecting the WR to be able to run full speed in that new direction.
just throwing that out there as a possible reason for the incompletes. because the situation wouldn't be as much of an issue with that feature disabled and the QB always aiming to lead in a straight path
Originally posted by Number 7 are they gonna fix the speed ratios???
speed 120 receiver are being shutdown by 90 Speed corners...
Doesn't happen nearly as often on deep routes. On deep routes, the faster WR often can get seperation. The problem is that most QBs aren't strong enough to air the ball out on those routes, or that the WR isn't able to get up to his top speed in time. There is no problem with slower corners covering faster WRs, because the WRs aren't hitting their top speed often. Throw in that the 120 speed guy will often be lacking in other attributes before level 60, and they're doing about what you should expect.
Any chance we can get a new update? I know Bort's added some new toys to the test server this week.
Originally posted by Bort Fun fact: did you know you can make the sort script sort multiple columns by holding the SHIFT key? Works on the home page too.
OK....I actually have a team setup on the test server now and am about to start running passing/pass rushing tests, as soon as Bort resets the chem. Death Blade is going to copy my team, use the same tactics and all of that jazz. Hazy was given a lvl 70 team, I copied it and then brought his 35 man roster up to 54. No offense to Hazy, but most of his dots were very blah. So, I left his OL as is (made backups) and created the entire starting D. If anything, the D is better than one could make from day 1 slow builds at day 440. If the DL can't generate significant pressure, there's a p serious issue...Assuming they can, I'll then put in the OL I made (again, built as good as I can produce) and compare.
With the passing, I'm trying to gauge how well the QB leads WRs, how well WRs can get open and the % of balls they catch in double, trip & quad coverage.
In the post I asked Bort to reset my tester team chem, I also asked for the ability to create threads here. It is my intention to link every test game I run, explain what I'm trying to test and even a brief sum of what I believe it revealed. As of the 4th, I'll be extremely busy for 3-4 weeks, but I'll still try to get in tests when I can and keep you updated.
PS....The reason I'm trying to work with OMG built dots is that I want these test to be good indicators for the future, as well as now. IMO, the current lvl 40ishes are really where most of the closest to perfect slow builds start. I am trying to push for the changes Bort makes to be proactive as much as possible, as opposed to changing something based on the current top builds, only to find that when the now lvl 40 Cs hit lvl 72, it needs to be changed yet again.