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ezra_
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Do we tag D now too????
 
Catch22
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Only if you are using the Tagged Preset. All the other presets use no tags. For more information on the Presets visit the FAQ:

http://goallineblitz.com/game/faq.pl?cat=Preset%20Gameplans#270
 
ezra_
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Thanks catch. I missed the defensive presets option
 
LT56
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Offensive Presets Big and Power have the exact same description. Is this on purpose?
 
Catch22
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Originally posted by LT56
Offensive Presets Big and Power have the exact same description. Is this on purpose?


Nope. Fixed, thanks.
 
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Casual is becoming less casual. Hope this doesn't last too long.
 
AirMcMVP
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Originally posted by Slow Built Children DTD
Casual is becoming less casual. Hope this doesn't last too long.


Yeah, because it sucks that a team with a running QB and a passing QB can ensure the running QB is in for run plays and the passing QB is in for pass plays and that the defense can have an option to offset that. I mean, how long would it take to scout a team and tag them (if you even intend to use the tagged AI preset).
 
Gart888
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Originally posted by AirMcMVP
Originally posted by Slow Built Children DTD

Casual is becoming less casual. Hope this doesn't last too long.


Yeah, because it sucks that a team with a running QB and a passing QB can ensure the running QB is in for run plays and the passing QB is in for pass plays and that the defense can have an option to offset that. I mean, how long would it take to scout a team and tag them (if you even intend to use the tagged AI preset).


My problem with it is that if the team is going to have a running qb in on run plays nad a passing qb on passing plays, the only way the defense can counter is to use the 'tagged' preset. meaning that we don't get to set any of our own tactics anymore.

for me, most of the charm of casual was that you used realistic type FBs who could catch and block, realistic LBs who had to worry about the pass and the run. if we're getting away from that it's really just becoming a much worse version of regular ball, isn't it?

cookie cutter builds + everyone using the same defense pre set AI, i'm starting to lose track of why we'd bother playing.
 
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Originally posted by Gart888
My problem with it is that if the team is going to have a running qb in on run plays nad a passing qb on passing plays, the only way the defense can counter is to use the 'tagged' preset. meaning that we don't get to set any of our own tactics anymore.

for me, most of the charm of casual was that you used realistic type FBs who could catch and block, realistic LBs who had to worry about the pass and the run. if we're getting away from that it's really just becoming a much worse version of regular ball, isn't it?

cookie cutter builds + everyone using the same defense pre set AI, i'm starting to lose track of why we'd bother playing.


exactly, seems to be a far cry from the casual set-up that we felt was different from regular where all we did was let our dots play it out, minamal ime constrants, etc. Now it is just becomeing a watered down version of regular, but still now tagging and more scouting time is needed. Really goes againts the whole casual theme.
 
Gart888
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except more scouting time isn't needed. you can tag your whole conference at the start of the season based on archetypes, and then let the 'tagged' pre set AI run all season. compared to before where if you wanted the best defense set up you had to look at what the team did, and then adjust %s accordingly.

 
Ali Khaman
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Yeah - if you are tagging, you don't need to look at run (left right, inside) and pass (short, med long) tendencies and don't need to break down all the percentages. You just use the time you would be doing to scout their "play" tendencies to scout their "players". In fact, it's probably faster and less work to tag than to come up with a regular defense scheme. You only tag QB, RB, TEs. And all you need to do is say "Runner/Tosser" for QBs, and Runner, inside runner, catcher, blocker for RBs (and TEs - minus the running options).

The trick is going to come down to someone having a receiving fullback all season and then suddenly because it's a tight matchup, they rush him and make the HB be a receiver and your tags are all wrong.
 
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Originally posted by Slow Built Children DTD
Casual is becoming less casual. Hope this doesn't last too long.


Agreed. Why was this done? For seasons, small changes to casual were pushed aside and now a major change happens seemingly overnight.
 
alindyl
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It was likely done because enough people were clamoring for things like "Allow player based percentages in casual" in suggestions so they could use different archetype players on the same team.

Seems like this is an easy way to implement it without having to switch over to full AI control.
 
Ali Khaman
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As you guys are looking through all of this, try looking at it from the perspective I'm outlining below and you'll see it's actually more casual and more easy to get your team to do what you want it to do.

In the old gameplans you have to think about what a whole team does well and then, on defense try to match up your percentages to the percentages of each type of run or pass they are going to throw. On offense you try to get your percentages so you do more of something that you are good at than they are expecting so you have to understand what they like to do and how good they are at stopping each thing.

In the new gameplans you have a bit more setup time because your roster is a bit more complicated in that there are more slots and each one serves a specific purpose. (Actually - the extra slots of been there all along and sort of worked to some extent). Once you have the roster done though, you just pick a gameplan that isn't what they picked and you're done. If you want to change something up you take a rusher and move him to a RB receiver slot (so if they tag him, the tag is wrong and he'll do better). On defense, you just make sure your 10(ish) tags are right, or just call a defense that features what they tend to do most and the AI does the rest. Picking a regular preset Ai takes 12 seconds per game instead of 12 minutes. If you go with tagging, it takes less time and thinking to look at 10 players and see what they tend to do than it does to try and figure out what a whole team does and then come up with a complex gameplan formula with percentages that match their tendencies.

The whole thing is "different' - yes.

But in many respects, it makes better decisions (in the few games I've seen) and matches up better with equal or in many cases MUCH less work/thought/time.

Give it a shot thinking of it as a pain in the ass because it's "different" - but don't think of it as more complicated - because really, it's not. It just changes the focus from figuring out mathmatical percentages based upon tendencies to making sure your roster is set up properly (something you don't really need to change very often).

 
Gart888
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you're not really addressing the fact that only 1 defensive preset is viable if the team you're playing against has any specialized players
 
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