Why do teams try FGs with so much time left on the clock? Once under 40 seconds and the team has decided to go for a FG, they should wait until 3 seconds to snap the ball. It is lack of football knowledge by the coders that they give the other team any time left at all. Today I saw a game where both halves suffered through this idiotic logic.
Forum > Suggestions > Fix the end of half/game FG situation
bhall43
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umm if it is doing this to you in regular that means your AI is screwed up, not the coders fault.
Phantom Of The Opera
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Originally posted by bhall43
umm if it is doing this to you in regular that means your AI is screwed up, not the coders fault.
is there a run the clock down before the snap option? Cause I cannot find that.
umm if it is doing this to you in regular that means your AI is screwed up, not the coders fault.
is there a run the clock down before the snap option? Cause I cannot find that.
Originally posted by SciFi not Syfy
Why do teams try FGs with so much time left on the clock? Once under 40 seconds and the team has decided to go for a FG, they should wait until 3 seconds to snap the ball. It is lack of football knowledge by the coders that they give the other team any time left at all. Today I saw a game where both halves suffered through this idiotic logic.
post a link to the game, and we can look at it. Timeouts play a huge roll in the end of half logic.
Why do teams try FGs with so much time left on the clock? Once under 40 seconds and the team has decided to go for a FG, they should wait until 3 seconds to snap the ball. It is lack of football knowledge by the coders that they give the other team any time left at all. Today I saw a game where both halves suffered through this idiotic logic.
post a link to the game, and we can look at it. Timeouts play a huge roll in the end of half logic.
SciFi not Syfy
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http://goallineblitz.com/game/game.pl?game_id=2314288&mode=pbp
We took the FG on 3rd down after only running 22 secs off down to 19 secs. I understand taking the FG on 3rd with no TO left, but why would any team leave 19 secs left?
I thought they had run before theirs at the end of the 4th, but it was an incomplete pass.
We took the FG on 3rd down after only running 22 secs off down to 19 secs. I understand taking the FG on 3rd with no TO left, but why would any team leave 19 secs left?
I thought they had run before theirs at the end of the 4th, but it was an incomplete pass.
Edited by SciFi not Syfy on Apr 15, 2013 15:29:26
Did you run that situation through the AI tester, it appears you have 1 TOL and its holding it for a last second FG... im thinking your AI says something like downs 1-4 <20 seconds within FG range kick the FG. When it can say downs 1-3 1TO remaining <20 seconds run play x... then fall to the 0 TOL kick FG.
this is an AI error not a sim error
this is an AI error not a sim error
SciFi not Syfy
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I think that you are missing my point. For whatever reason, the team is going to kick a FG and the clock is running. Why would any team not run it down to 3 secs before kicking? I understand why the FG was selected as the play. If you read the OP, I have already stated that the FG has been selected as the play. My issue is with how much time gets left on the clock. As far as I know, there is no way to saykick the FG but run as much time off the clock as possible. The sim knows when to go into hurry so it should also know how to run the clock. And I am sure that someone will point out that the AI does not know what we are going to do, and my point is that this only comes into play when the FG or even P has already been selected as the play to run.
bhall43
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Originally posted by SciFi not Syfy
I think that you are missing my point. For whatever reason, the team is going to kick a FG and the clock is running. Why would any team not run it down to 3 secs before kicking? I understand why the FG was selected as the play. If you read the OP, I have already stated that the FG has been selected as the play. My issue is with how much time gets left on the clock. As far as I know, there is no way to saykick the FG but run as much time off the clock as possible. The sim knows when to go into hurry so it should also know how to run the clock. And I am sure that someone will point out that the AI does not know what we are going to do, and my point is that this only comes into play when the FG or even P has already been selected as the play to run.
This is an AI error. You can pinpoint running the clock down to 1 second. Took me awhile to pinpoint it many seasons back.
I think that you are missing my point. For whatever reason, the team is going to kick a FG and the clock is running. Why would any team not run it down to 3 secs before kicking? I understand why the FG was selected as the play. If you read the OP, I have already stated that the FG has been selected as the play. My issue is with how much time gets left on the clock. As far as I know, there is no way to saykick the FG but run as much time off the clock as possible. The sim knows when to go into hurry so it should also know how to run the clock. And I am sure that someone will point out that the AI does not know what we are going to do, and my point is that this only comes into play when the FG or even P has already been selected as the play to run.
This is an AI error. You can pinpoint running the clock down to 1 second. Took me awhile to pinpoint it many seasons back.
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