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Forum > Position Talk > K/P Club > Bort on Punting/Kicking
toppshelff
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Thought I'd take a stab at compiling punting/kicking specific comments from the Bort Stalker thread (started by Cedo)
http://goallineblitz.com/game/forum_thread.pl?thread_id=290702


Jumping helps quite a few positions in various things. It won't help you block somebody or something like that doesn't make any sense, but it helps with catching, swatting balls, diving tackles, avoiding those low leg tackles, diving for yards, punting, etc.

IA simple message explaining that the SA's only enhance already high attributes showing up when a player is created would help a lot.
(Bort's reply)...That would be spreading misinformation.

Yes, you cannot punt on anything but 4th down, in order to protect those who were screwing up their AI settings (it happened a lot in the early sims).

(for kickers) Yeah, distances are pretty much maxed out once you have super high kicking and strength, big boot, etc. It's the vision and so forth that helps with accuracy.

so if you set it the range as 50 yards, you will kick from the 33 yard line but not the 34
(Bort's reply)...Confirmed. I should probably put that info on the page, eh?

I was just curious about this. Will the sim kick a field goal on 1st down in overtime?
(Bort's reply)...It used to do that, but it will currenly try to get closer with a couple runs first as long as time is not about to run out.

Kwill: What do you think is the most underrated skill? That is, which important attribute do players most often neglect?
Bort: Confidence. I've seen plenty of players who have like 12 confidence but a ton of speed or agility or strength, etc. Then they get flattened, drop a fumble, and the rest of the game they suck as they try to shake it off. Don't underestimate in-game morale!

Indeed...you need some good vision, etc to go with your 90 kicking, haha.

Regarding Punters getting 1000+ XP from a game:
This is working as intended (for now).

100+ works as you would think. No special "over 100" stuff like SA's over 10.

Clutch
It adds all kinds of different bonuses...too many to list.
It also helps special teams.

Some SAs would be very powerful at 15, heh. I'm sure it'll take at least a few seasons to get it upgraded to that though, right?
(Bort's reply): Yeah they'd be pretty good, but not a huge ton better than 11 really, based on the way that most of them work. Yes it would take a while to get something to lv 15, not to mention all the SP's you have to spend to get to lv 10 naturally!
Q: But there is a difference between 11 and 15? Or 11 and 10 for that matter? Sorry if I missed it, but I never saw you confirm.
(Bort's reply): Yes there is a difference.
Q: Interesting. Kind of diminishing returns, logarithmic scale or whatever? Going from 9 to 10 gives more than going from 10 to 11?
(Bort's reply): Sorta; there's just some special stuff in there for stuff greater than 10 to keep things from getting horribly broken (like autofake every time or something LOL)

K/P maximum XP per game increased, but ONLY for natural K/P
K/P get an automatic start of 25 XP per game if they play at least one play, regardless of level
Penalty to kicker accuracy on super long kicks (51+ yds) increased, and goes it up exponentially the farther out you are. You really shouldn't even bother trying kicks past about 62/63 yards.


Please feel free to add more...
Last edited Jan 24, 2009 21:48:25
 
zamtik
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Good idea and thanks for posting this will save a lot of time and searching for threads !
 
toppshelff
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More from Bort...
45 degrees is the optimal angle as long as there is no air resistance and the transfer of momentum to the projectile is 100% by the foot kicking it. I could see 35% being more likely in a non-ideal situation, like kicking an oblong object from a placehold with wind going on, etc.

The sim does not take air resistance or wind into account, nor does it care about the shape of the ball, so the optimal distance is achieved at 45 degrees, and that's what's used to calculate max distance currently, using a standard parabolic trajectory formula. That's used for throws, punts, kicks, etc.

I really don't know what it would take to make 35 work like it does in real life, according to the pro kickers out there. Is there a mister super physics out there with ideas or suggestions?

... on boosting over 100 naturally...
I would have to check. I think that's the case. It is possible, though, that you might lose the .66 next time you level up. I believe it checks for over 100's on level ups and rounds them off.
 


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