 |
Quote: |
 |
|
|
 |
Originally Posted by NC State-31 UNC-27 |
 |
|
|
|
|
|
|
|
|
|
I just played a half, so TIFWIW....
but there is SOME truth to this.
I set it up so that, according to the original poster, the CPU pass block should be 0 and their run blocking should be 100 and running ability should be 100.
I saw a definite IMPROVED pass rush from my team. Several sacks when I had been seeing none. It's easy to tell when the CPU feels the pressure because they pull the ball down very quickly. I probably saw this five or six times, in one half.
So I think that it is quite possible that CPU RBA=CPU PB
However, when I set my RB and RBA at 100 looking for improved CPU rush game, I found that my ground game just got incredible. Tough to tell with the CPUs....I need to play a run heavy team to test that. Even if HUM RB and RBA do control the CPUs, I think it also controls the HUMs, just like I believe the QB Acc goes both ways
EDIT: by the way, I had CPU RB at 0 in order to attempt to make my RBA poor, but it did not do that. I also had CPU PB at 100 in order to attempt to make my RB 0, but it did not work either. With CPU PB at 100, their PB did get worse however with CPU RBA at 0 as well.....I know, its confusing, but it goes with what the OP said
|
|
 |
|
 |
|
This lends itself to my idea that the gameplay guys didn't actually improve the stupid QB AI they just figured out how long the QB actually needed the o-line to block before it could start making plays in the passing game. In the past it wasn't able to react quick enough to make plays if there was a consistent pass rush.
I don't know what that issue would be, maybe it has something to do with the fact that there are so many calculations going on to make everything happen on a specific play and the game engine just can't calculate what the QB needs to do fast enough.