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Forum > Pee Wee Leagues > So, what do you think of the new changes for S15?
Gerr
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March 29, 2010
- New plays added
- Disallow fair catch on punt if it has bounced
- Disallow out of bounds text if TD was scored on the same tick
- Make sack safety count as both sack and safety in stats
- Do not allow punting team to down ball unless it is moving slowly, to avoid early downing
- Reduce distance punt blockers will run backwards to account for where PR is standing
- Fix issue with morale able to save at over 100
- Force elusiveness when getting to close to a defender, so ball carrier doesn't run through defenders so much, even on sideline
- Add logic to avoid defenders behind the blocker when blocking closest or lead blocking
- Make nearest blocker pick up kickoff if it's too short for the KR to get it, and kickoff team switch to target him instead
- Update WR blocking method on rush plays to start blocking sooner instead of running a route and then looking to block
- Reduce radius for defenders getting picked on man defense
- Increase QB checkdown speed
- Lengthen QB throw animation time
- Change Relentless Pursuit ability to 2 seconds instead of 3
- A few adjustments to QB targeting to allow earlier throws in general, especially past the first down line
- Adjustment to pump fake to work more against zone and less against man
- Pump Fake reaction is no longer just stopping, but instead moving toward where the receiver was when the fake happened
- Increase zone defense reaction ability
- Reduce OL pancake ability a bit
- Make run blockers pick up players directly on the line even if they are not blitzing at first
- Add special code for open field blocking that makes blockers who have no valid targets become "dynamic" lead blockers/protectors for ball carrier
- Increased effect of energy and morale
- Balance morale loss for Off/Def to be more even instead of weighted toward defense
- Make catching skill a bit more important to catching passes
- Make tackling skill a bit more important to making tackles, as opposed to strength
- Make carrying skill a bit more important for avoiding fumbles, as opposed to strength
- PD ability for blanketing defenders increased
- Reduce kick velocity baseline
- Support for new special abilities
- Updates to Veteran abilities: Power Tackler, David vs Goliath, Heavyweight, Mentor, Clock Manager, Hail Mary, Hard Count, Short Yardage Monster
 
LordEvil
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The main question is
1) How much catching do we really need at the pee wee level. This may make it that only possession WRs and Tes excel while speed Wrs suck

2) How much Tackling do we need? In the early seasons we used to load up on tackling to around 30-50. Since we have lowered our expectations to 20-25. Probably will need closer to 30-35 range.

3) probably see more fumbles to speed backs

4) Probably going to become a 1 dimensional game again. Power backs and a power rushing game will rule. Slam right, slam left, slam right, slam left.
 
PING72
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Originally posted by LordEvil
The main question is
1) How much catching do we really need at the pee wee level. This may make it that only possession WRs and Tes excel while speed Wrs suck

2) How much Tackling do we need? In the early seasons we used to load up on tackling to around 30-50. Since we have lowered our expectations to 20-25. Probably will need closer to 30-35 range.

3) probably see more fumbles to speed backs

4) Probably going to become a 1 dimensional game again. Power backs and a power rushing game will rule. Slam right, slam left, slam right, slam left.


I agree with all of this, but I'm more interested to see how the increased importance of energy/morale plays out.

I'm actually excited for the energy levels...there currently isn't enough penalty for the PW players who are running around with 4-6 stamina.

I'm really worried, though, about morale. I just have a sick feeling we'll see a close game, and then after one team finally scores (or forces a fumble, etc), they'll suddenly be substantially better than the other team, and then another TD makes it even worse. Suddenly a low scoring close game between 2 evenly matched teams becomes a 30+ point blowout in the 2nd half. Next thing you know there are only blowouts taking place, and games are largely won by whoever gets the first break. It was like this several seasons ago...it's why I stopped coaching the AAA team...it got really stupid.
 


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