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psyborg
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Ok this might be the noob question of the day. But is there a way to get the QB spike functional in the current AI? I've been staring at it, and I'm not seeing it. I can say when time outs = 0, but there is nothing to say only to do it when the clock is running that I can see. Is there a method here I'm missing? Sorry lost a couple games this year by the team simply running out of time while driving the ball.
 
Lost My Halo
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It believe you can do it by using the spike on specific downs on specific quarters.For example, you can put it as QB Spike for 1st down in 4th quarter losing, and make 2nd down+ for your yardage gaining plays.
Last edited May 9, 2009 20:56:00
 
psyborg
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The problem with that is you would then spike the ball if you needed to or not. If you guy go the first down but ran out of bounds it would still have you spike the ball. It seems like we are missing another option on the AI where we can say not only no time outs left, but the clock is also running.
 
Forbin
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Originally posted by psyborg
The problem with that is you would then spike the ball if you needed to or not. If you guy go the first down but ran out of bounds it would still have you spike the ball. It seems like we are missing another option on the AI where we can say not only no time outs left, but the clock is also running.


This is true, but in a desperate situation, losing late in the 4th quarter, the loss of 1 down is essentially meaningless.

If you can't use those other 3 downs to move the chains, you aren't going to get into position to tie/win the game anyway. You won't make any kind of a comeback last second drive by throwing 3 incomplete passes in a row. You're gonna have to get lucky. Losing that 1 down out of 4 is a non-factor in almost every late 4th quarter drive where spiking the ball would be needed.
 
Joe Buck
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Originally posted by psyborg
The problem with that is you would then spike the ball if you needed to or not. If you guy go the first down but ran out of bounds it would still have you spike the ball. It seems like we are missing another option on the AI where we can say not only no time outs left, but the clock is also running.


very true. With your "logic" Lost My Halo, if you are down in the 4th quarter and force a punt, when you start your drive, you'll spike the ball as well. Time already stopped.
 
Lost My Halo
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Originally posted by sbuck143
Originally posted by psyborg

The problem with that is you would then spike the ball if you needed to or not. If you guy go the first down but ran out of bounds it would still have you spike the ball. It seems like we are missing another option on the AI where we can say not only no time outs left, but the clock is also running.


very true. With your "logic" Lost My Halo, if you are down in the 4th quarter and force a punt, when you start your drive, you'll spike the ball as well. Time already stopped.


I am saying that my solution is the best way possible the way the sim currently is. Obviously, you can put a limited time within a yardage, possibly within the 50 yard line, to stop that from happening. This way the spikes will only occur afte ryou get the ball. Within what yardage you use this is based on the opponents punter.
Last edited May 12, 2009 14:03:35
 
psyborg
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Thanks for the replies guys, I appreciate it. I do think this needs to be fixed in a more consistent way, but I can use what we have for now if needed.
 


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