Originally posted by Bluesman
I not sure if the bold in Theo post is correct or not. I was under the thinking that you can have a certain number of cpu's on a team with only little affect to the cpu dots only.
There is a magical number of cpu's on a team where they take a bigger hit on them but not sure what that number is. The whole team does not take a hit just the cpu's after you put so many on a team.
The idea was so you couldn't just buy a team and fill it with free cpu dots.
Dec 19, 2011
- Added head fake/juke icons on route running
- Adjusted QB to allow for lower angle on throws when route is closer, making for quicker hitting throws
- Human owned teams with more than 10 CPUs now have a penalty to CPU player strength for each CPU over 10 (up to 25% penalty)
- Updated end-game logic for casual teams to fill in a few logic holes
- Reduced pass defender reaction abilities by a small amount
- Fixed QB rollout timing to avoid rolling out as much when not set to "often" tactics
- Updated QB lead calculations to find better points to throw to away from defenders
- Last season's new plays added to casual playbook options
I not sure if the bold in Theo post is correct or not. I was under the thinking that you can have a certain number of cpu's on a team with only little affect to the cpu dots only.
There is a magical number of cpu's on a team where they take a bigger hit on them but not sure what that number is. The whole team does not take a hit just the cpu's after you put so many on a team.
The idea was so you couldn't just buy a team and fill it with free cpu dots.
Dec 19, 2011
- Added head fake/juke icons on route running
- Adjusted QB to allow for lower angle on throws when route is closer, making for quicker hitting throws
- Human owned teams with more than 10 CPUs now have a penalty to CPU player strength for each CPU over 10 (up to 25% penalty)
- Updated end-game logic for casual teams to fill in a few logic holes
- Reduced pass defender reaction abilities by a small amount
- Fixed QB rollout timing to avoid rolling out as much when not set to "often" tactics
- Updated QB lead calculations to find better points to throw to away from defenders
- Last season's new plays added to casual playbook options






























