The changes in the OP so far sound good.
A few things, most of which I've mentioned before:
-It should be more difficult to tackle good elusive runners in space. That said elusive runners should have to slow down/detour to make people miss, unlike season 11 or so with full speed juke rays.
-Initial block roll for less agile and slower blockers should be more difficult, especially when an elusive rusher is barely in their blocking radius. Also the effect of a successful initial block should not always be to stop the defender in his tracks (again especially when it's not a straight-on block).
-Catch fakes and jukes during routes should not affect defenders covering other receivers man to man.
-the QB should not audible more blockers than there are rushers. For example, if I set the hb to block and the fb with a route but audibles enabled, if the defense brings 5 the qb should not hold in the fb for 7 blockers.
-QBs should fumble more when sacked. The high number of sacks and low number of QB fumbles compared to real football is alarming, especially since agents don't invest much carrying in their QBs. Likelier QB fumbles would make the passing game more of a risk thing where's currently it is mostly reward. It would also be nice if QBs had to build for more than just throwing and strength and SAs. 165+ throwing builds are part of the reason passing is overpowered.
-This route issue in Strong I is a pretty serious play bug and should be addressed before the season starts: http://goallineblitz.com/game/forum_thread.pl?thread_id=4917948
-Last but not least I will plead with you again: Offensive timeouts when trailing should not get called so early. You guys took my timeout logic and doubled the time amounts which maybe made sense for some of the <15 second ones but not for all. See the Alpine/Carthage playoff game as a prime example. Alpine used up all 3 timeouts and scored with 47 seconds left, allowing Carthage to drive and answer with a TD, and Alpine still got the ball back with 6 seconds left (too bad they didn't still have a timeout). The first offensive timeout should never be used before 1 minute left and the last offensive timeout should never be used before 30 seconds left.
A few things, most of which I've mentioned before:
-It should be more difficult to tackle good elusive runners in space. That said elusive runners should have to slow down/detour to make people miss, unlike season 11 or so with full speed juke rays.
-Initial block roll for less agile and slower blockers should be more difficult, especially when an elusive rusher is barely in their blocking radius. Also the effect of a successful initial block should not always be to stop the defender in his tracks (again especially when it's not a straight-on block).
-Catch fakes and jukes during routes should not affect defenders covering other receivers man to man.
-the QB should not audible more blockers than there are rushers. For example, if I set the hb to block and the fb with a route but audibles enabled, if the defense brings 5 the qb should not hold in the fb for 7 blockers.
-QBs should fumble more when sacked. The high number of sacks and low number of QB fumbles compared to real football is alarming, especially since agents don't invest much carrying in their QBs. Likelier QB fumbles would make the passing game more of a risk thing where's currently it is mostly reward. It would also be nice if QBs had to build for more than just throwing and strength and SAs. 165+ throwing builds are part of the reason passing is overpowered.
-This route issue in Strong I is a pretty serious play bug and should be addressed before the season starts: http://goallineblitz.com/game/forum_thread.pl?thread_id=4917948
-Last but not least I will plead with you again: Offensive timeouts when trailing should not get called so early. You guys took my timeout logic and doubled the time amounts which maybe made sense for some of the <15 second ones but not for all. See the Alpine/Carthage playoff game as a prime example. Alpine used up all 3 timeouts and scored with 47 seconds left, allowing Carthage to drive and answer with a TD, and Alpine still got the ball back with 6 seconds left (too bad they didn't still have a timeout). The first offensive timeout should never be used before 1 minute left and the last offensive timeout should never be used before 30 seconds left.
Edited by TrevJo on Jun 5, 2012 10:43:47
Edited by TrevJo on Jun 5, 2012 10:42:31
Edited by TrevJo on Jun 5, 2012 10:40:47
Edited by TrevJo on Jun 5, 2012 10:37:46