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Forum > Suggestions > QB Passes - Velocity of the ball
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SeattleNiner
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Originally posted by tautology
Take a look at the sim from where the ball first hovers directly over the QB's head (the release point). Then take a look at where the MLB ends when the ball is directly over the WR.

The MLB travels about 13 yards, the ball travels about 30 yards (maybe 29.5).

A 40 on the script is roughly 27 MPH I think, so the ball is traveling roughly 62 MPH just using the approximations.

And that's not a particularly strong throw. The more accurate way to calculate it would be to break out the source code, but that's a little tedious.



What is being ignored in this analysis, is in anything approaching RL, there is NO WAY that MLB gets anywhere close to the WR. I think as much as anything, that is the issue. You see dots covering superhuman amounts of distance and think WTF that aint right.
 
MileHighShoes
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Originally posted by SeattleNiner
What is being ignored in this analysis, is in anything approaching RL, there is NO WAY that MLB gets anywhere close to the WR. I think as much as anything, that is the issue. You see dots covering superhuman amounts of distance and think WTF that aint right.


The issue there is dots not having a front or back.
IRL, that MLB has to not only see the ball, but also see where the WR is located, which takes time as he can't face both at once.
In GLB that MLB can see the ball and instantly start accelerating towards the WR without having to turn around. This not turning around, and not having a back or front is what I think is the biggest detriment to the passing game. Defensive dots seem to have eyes in the back of their heads, and legs facing in all directions at once.

They act like marbles rather than people with legs, arms, and torsos.
 
tautology
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Originally posted by SeattleNiner
What is being ignored in this analysis, is in anything approaching RL, there is NO WAY that MLB gets anywhere close to the WR. I think as much as anything, that is the issue. You see dots covering superhuman amounts of distance and think WTF that aint right.


It's the reaction speed that makes things look so uber. He takes off at a full sprint the moment the QB decides to throw the ball (i.e. before the ball is even in the air).

Edited by tautology on Dec 7, 2011 11:43:14
 
Diamond Spade
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Originally posted by SeattleNiner
What is being ignored in this analysis, is in anything approaching RL, there is NO WAY that MLB gets anywhere close to the WR. I think as much as anything, that is the issue. You see dots covering superhuman amounts of distance and think WTF that aint right.


RL LBs are not built like glb lbs

RL LBs dont have the edd reed VA i mean ballhawk VA either.

 
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SeattleNiner
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Originally posted by tautology
It's the reaction speed that makes things look so uber. He takes off at a full sprint the moment the QB decides to throw the ball (i.e. before the ball is even in the air).



I agree, reaction time is way overpowered
 
joesox
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Originally posted by Enkidu98
Most of the issues like this come down to physics.

Bort system (which annoys me) is that there is a linear progression and physical attributes that go higher just add more and more. When you add in the ridiculous percentage based additives and the like (goal line stand, etc) You get players with absolutely retarded attribute values.

This is why I suggested (and periodically re-suggest) that Bort consider switching to an attribute system where there are absolute upper limits to physical things (like speed) and that attributes in excess of the amount to achieve the upper limit instead start providing bonuses to the rolls that involve the attribute.

This would stop ridiculous feats on the field where players are moving in excess of 30+ MPH.

This would help balance the game as well since the physics would be sound and not perpetually broken by people coming up with interesting exploits until bort re-tweaks the sim.

Or, he could just make the passes fly a lot faster.

...and lead receivers better.

sounds cool
 
Rulabula
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Originally posted by Dustin.
+1


 
SeattleNiner
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Originally posted by Diamond Spade
RL LBs are not built like glb lbs

RL LBs dont have the edd reed VA i mean ballhawk VA either.



Even if it was a RL Ed Reed, he doesn't get anywhere near that CB from where he was when the ball was thrown.
Edited by SeattleNiner on Dec 8, 2011 07:14:46
 
Chysil
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from center of QB dot to center of WR dot, it's about double (a little short of double) the distance from the center of the MLB to the center of the WR

note that the MLB has already seen, reacted and turned to the WR, so no time in needed, it's straight acceleration, and he is already moving when the ball is thrown.

I think that the ball is traveling at what would normally be proportional speeds, but the MLB has ball hawk boost, which allows him to run faster than the he normal would and make up the distance.
 
SeattleNiner
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Originally posted by Chysil
from center of QB dot to center of WR dot, it's about double (a little short of double) the distance from the center of the MLB to the center of the WR

note that the MLB has already seen, reacted and turned to the WR, so no time in needed, it's straight acceleration, and he is already moving when the ball is thrown.

I think that the ball is traveling at what would normally be proportional speeds, but the MLB has ball hawk boost, which allows him to run faster than the he normal would and make up the distance.


That is akin to #20 in this video making a break on the ball...http://www.nfl.com/videos/nfl-fantasy/09000d5d822c613e/QB-Stafford-to-WR-Johnson-23-yd-pass-TD

 
We_Rule
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Originally posted by Chysil


I think that the ball is traveling at what would normally be proportional speeds, but the MLB has ball hawk boost, which allows him to run faster than the he normal would and make up the distance.


See, another person that sees the problem....... now can we just get rid of Ball Hawk, and thus get rid of the problem? Please? Pretty please?
 
RiverRat2
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Originally posted by Chysil
from center of QB dot to center of WR dot, it's about double (a little short of double) the distance from the center of the MLB to the center of the WR

note that the MLB has already seen, reacted and turned to the WR, so no time in needed, it's straight acceleration, and he is already moving when the ball is thrown.

I think that the ball is traveling at what would normally be proportional speeds, but the MLB has ball hawk boost, which allows him to run faster than the he normal would and make up the distance.


You could be right. Either way he should not be able to travel faster than the ball is thrown, however the MLB is setup.

When you look at the replay in slow motion it really looks dumb.

That would make for a crazy WR if he could do that!
 
Chysil
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oh of course, with every defender having ball hawk, it's pretty obvious that passing speeds to be up 15% to compensate... or ball hawk nerfed... or both...
 
Deathblade
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Originally posted by Enkidu98
Most of the issues like this come down to physics.

Bort system (which annoys me) is that there is a linear progression and physical attributes that go higher just add more and more. When you add in the ridiculous percentage based additives and the like (goal line stand, etc) You get players with absolutely retarded attribute values.

This is why I suggested (and periodically re-suggest) that Bort consider switching to an attribute system where there are absolute upper limits to physical things (like speed) and that attributes in excess of the amount to achieve the upper limit instead start providing bonuses to the rolls that involve the attribute.

This would stop ridiculous feats on the field where players are moving in excess of 30+ MPH.

This would help balance the game as well since the physics would be sound and not perpetually broken by people coming up with interesting exploits until bort re-tweaks the sim.

Or, he could just make the passes fly a lot faster.

...and lead receivers better.


You mean Bort didn't 100% emulate physics?

What the fuck man, this is a browser based dotball game, he could at least put a little effort into creating the most realistic simulation ever.
 
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