Originally posted by Bort
- Now that I've actually had time to be around during the start of the sim day, I've uploaded the updates to ball carrying pathfinding AI that I had been talking about. KR/PR should work better, and there should be a bit less stutter stepping stuff in general. There's still some with elusive, but it looks better to me so far.
Also included in this update is:
- Some minor tweaks to the ability of blockers to hold blocks for a ridiculous length of time
- QB can now use his vision to throw the ball away from the defenders instead of only along the receiver's defined route. I.E. if there are defenders to the left of the receiver, the QB can throw the ball off to the right of the receiver so he has a better chance of catching it.
- Decreased the pressure value required to register a "hurry" stat. Recorded hurries should go up a bit...they were kinda low. This isn't a change to the QB's stat modifiers from the pressure, but just a change to how the hurry stat is recorded.
- Random little tweaks to pass deflection likelihood, etc, to balance out the additions for the QB
- Deflections are more likely to get slammed to the ground or batted away from the receiver than they were before. Basically less Z axis and more X/Y axis. Should mean less caught tips.
- Now that I've actually had time to be around during the start of the sim day, I've uploaded the updates to ball carrying pathfinding AI that I had been talking about. KR/PR should work better, and there should be a bit less stutter stepping stuff in general. There's still some with elusive, but it looks better to me so far.
Also included in this update is:
- Some minor tweaks to the ability of blockers to hold blocks for a ridiculous length of time
- QB can now use his vision to throw the ball away from the defenders instead of only along the receiver's defined route. I.E. if there are defenders to the left of the receiver, the QB can throw the ball off to the right of the receiver so he has a better chance of catching it.
- Decreased the pressure value required to register a "hurry" stat. Recorded hurries should go up a bit...they were kinda low. This isn't a change to the QB's stat modifiers from the pressure, but just a change to how the hurry stat is recorded.
- Random little tweaks to pass deflection likelihood, etc, to balance out the additions for the QB
- Deflections are more likely to get slammed to the ground or batted away from the receiver than they were before. Basically less Z axis and more X/Y axis. Should mean less caught tips.




More like our QBs just dont throw it long enough to lead them well and they catch it and are tackled.
























