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FistofRage's Heisman sliders...

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Old 08-25-2008, 04:03 PM   #181 (permalink)
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Re: FistofRage's Heisman sliders...

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Originally Posted by doctorhay53
lets start calling it AU....artificial un-intelligence.

Unless OMT tells me something that makes me think otherwise, I'm leaving almost everything at 100.

I personally don't like having INT. GR at 0, because I'm worried that I will ALWAYS throw it away right before I get sacked. I like to have to leave the pocket to throw it away.
agreed 0 might be excessive but 5 might be good. if not it totally benefits you to flee the pocket on every play since we can't purposely throw the ball around a receiver to avoid a flag like is done most of the time in real life. lowering it might mitigate the need to play "cheesy" which really isn't cheesy, its just the only way to avoid sacks because the game doesn't allow us to simply throw a "bad pass" on purpose.
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Old 08-25-2008, 04:06 PM   #182 (permalink)
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Re: FistofRage's Heisman sliders...

what do you think the difference is between 5 and 100, the leniency on the edge of the pocket? I've been wondering this because it seems kind of like this should be an 'on' or 'off' penalty, except maybe to adjust the frequency of the CPU actually committing the penalty.

And I'm just worried that I'll never take the sack if I can throw it away from anywhere. I have experimented with throwing low throws at receivers from in the pocket (directional passing). It works decently sometimes, but the receivers tend to just move back and allow the DB to get right in front of them. Also, when your under pressure the QB doesn't throw nearly as accurately most of the time, so unfortunately there isn't much you can do I guess.
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Last edited by doctorhay53; 08-25-2008 at 04:09 PM.
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Old 08-25-2008, 04:15 PM   #183 (permalink)
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Re: FistofRage's Heisman sliders...

Quote:
Originally Posted by doctorhay53
what do you think the difference is between 5 and 100, the leniency on the edge of the pocket? I've been wondering this because it seems kind of like this should be an 'on' or 'off' penalty, except maybe to adjust the frequency of the CPU actually committing the penalty.

And I'm just worried that I'll never take the sack if I can throw it away from anywhere. I have experimented with throwing low throws at receivers from in the pocket (directional passing). It works decently sometimes, but the receivers tend to just move back and allow the DB to get right in front of them. Also, when your under pressure the QB doesn't throw nearly as accurately most of the time, so unfortunately there isn't much you can do I guess.
i don't know the difference between moving any sliders as i thought all penaties were pretty much animations. i am wondering if moving the penalty slider UP actually calls for that animation more. Like moving face mask UP generates that animation more. who knows man, this whole animation driven gameplay system gives me a darn headache. I just want a game that plays football.

I know what you mean by the 1 and 0 think... what is the difference between offsides from 0 to 100? one would almost think:
0: can't ever be called offsides. go ahead and stand between QB and center in Sg and intercept the snap
5: jump all the time, the refs will typically turn a blind eye to it. risk/reward should be worth it.
95: refs wont always call it but highly likely that they will
100: refs will never miss an off sides call

IMO, you are probably right that its more tied to how/what the CPU players will do versus how the refs call the game. Brain hurts!!!!
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Old 08-25-2008, 04:26 PM   #184 (permalink)
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Re: FistofRage's Heisman sliders...

I think the animations just occur like that swing around that prompts the facemask call. That animation will occur at the same frequency, however, penalties would not be called for it if the sliders were lowered. Same with holding, I see the animation and jump up and scream "Thats a hold...", well they almost always call it with the sliders at 100, the animation will still occur if the sliders were at 0.

I am positive that all the animations are driven by probability and then frequency of a penalty being called is based on sliders. Those animations will occur no matter what.

Anyway, back to the sliders, we're set right?
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Old 08-25-2008, 04:29 PM   #185 (permalink)
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Re: FistofRage's Heisman sliders...

I sent OMT a PM pleading with him to talk to the gameplay guys, and tell them that if they give us sliders for something, the far ends should be extremes. 0 is an extreme for penalties in that it turns them off, but for FGP 0 still lets the CPU kick 50 yard FG every time. 100 for a penalty should mean it happens every couple of plays. Give us the whole range to work with, and we will find something we are happy with, but right now we can't even approach the correct number of penalties in a game. Takes out a huge aspect of football.
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Old 08-25-2008, 04:32 PM   #186 (permalink)
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Re: FistofRage's Heisman sliders...

For my Utah State dynasty, I'm gonna use the slightly easier version, where CPU RBA and RB are at 50 and 95, with KD at 80-ish. Like I said, UNLV put up 44 carries for 270 on me with those yesterday, so I don't want them to get any better LOL. They really whooped me in the 2nd half as my D got worn down, so we'll see.

But yeah, I'm gonna keep going with it slightly easier than what you're using right now. May put HUM RB as high as 35. Do you think there is a limit to how high this should ever be for the HUM?
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Old 08-25-2008, 04:33 PM   #187 (permalink)
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Re: FistofRage's Heisman sliders...

I am going home tonight and turning the off sides penalty to 0. Can i then go in and knock the snot out of their whole team pre snap?

as for your currently sliders, yes I like them. Are we going to do anything with the intentional grounding slider? Perhaps you could post what the penalty sliders should be so I can change those in that dynasty I sent ya.
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Old 08-25-2008, 04:34 PM   #188 (permalink)
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Re: FistofRage's Heisman sliders...

Quote:
Originally Posted by doctorhay53
For my Utah State dynasty, I'm gonna use the slightly easier version, where CPU RBA and RB are at 50 and 95, with KD at 80-ish. Like I said, UNLV put up 44 carries for 270 on me with those yesterday, so I don't want them to get any better LOL. They really whooped me in the 2nd half as my D got worn down, so we'll see.

But yeah, I'm gonna keep going with it slightly easier than what you're using right now. May put HUM RB as high as 35. Do you think there is a limit to how high this should ever be for the HUM?
yup because RBA = anyone who has the ball in their hands including WRs
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Old 08-25-2008, 04:35 PM   #189 (permalink)
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Re: FistofRage's Heisman sliders...

QBA 45/45
PB 0/0
WR catch 0/0
RBA 50/55
RB 25/100

Def Awr 55/80
KD 100/90
INT 0/0
BB 100/100
Tack 25/25

FGP 30/5
FGA 0/5
PL 0/0
PA 50/50
KOL 60/60

so those are game play sliders, what are penalties at?
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Old 08-25-2008, 04:37 PM   #190 (permalink)
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Re: FistofRage's Heisman sliders...

Quote:
Originally Posted by Keyser Soze
yup because RBA = anyone who has the ball in their hands including WRs
No I meant run blocking, sorry.

Is there a limit for run blocking? I'm thinking of using 30, maybe 35, at least for a couple of season as Utah State sucks so bad.
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