How exactly do blitz percentages work? Do they work together or independently, for example, say I had 1 blitzer max and set 2 players to 50% each. What I've been thinking is that each one is checked independently, but then how does the game decide which one to blitz if they both get it?
Welsh76
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If you set both to 50% neither could blitz, set both to 100% and it'll pick one at random.
cincinnasti
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Originally posted by Welsh76
If you set both to 50% neither could blitz, set both to 100% and it'll pick one at random.
this doesn't make sense to me,
I want a certain formation, but i want the computer to randomly pick blitzers, but also i don't want them to blitz at all times in this formation . so if i have 1 bltz max, then let's say i want 33% cb2, 33% rolb, and 33% no bltz. that's how i vision this setting..
If you set both to 50% neither could blitz, set both to 100% and it'll pick one at random.
this doesn't make sense to me,
I want a certain formation, but i want the computer to randomly pick blitzers, but also i don't want them to blitz at all times in this formation . so if i have 1 bltz max, then let's say i want 33% cb2, 33% rolb, and 33% no bltz. that's how i vision this setting..
raiderdav
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the # of blitzers is a maximum, not a minimum or exact figure. so if max blitzers = 1 and you only have CB2 set to blitz 50%, then roughly 50% of the time you'll have a person blitzing (and it will be the CB2), and 50% there will be no one blitzing.
if you want someone to blitz every single time and just rotate which player it is, you'd set something like CB2 100% and ROLB 100%.
with your example, since you're trying to have no blitzer and have someone blitz about 2/3 of the time, you'd set CB2 to 66% and ROLB to 66%. does that make sense?
if you want someone to blitz every single time and just rotate which player it is, you'd set something like CB2 100% and ROLB 100%.
with your example, since you're trying to have no blitzer and have someone blitz about 2/3 of the time, you'd set CB2 to 66% and ROLB to 66%. does that make sense?
Last edited Jan 1, 2009 09:46:59
cincinnasti
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yes...thank you. this is what i was thinking how the percentages worked. but i read in another forum something different.
thanks again.
thanks again.
OttawaShane
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IMO, if you want to blitz someone out of a certain scheme some of the time, you're better off creating a separate output and reducing the frequency. Setting an output at 40% and then having the liklihood of someone blitzing at 50% means that the blitz is simply not going to happen very often - if its not there when you want it, why bother.
Use outputs to control blitzing, not the blitz percentages, which if you're going to blitz in a specific game situation/scheme should be at 100%.
Use outputs to control blitzing, not the blitz percentages, which if you're going to blitz in a specific game situation/scheme should be at 100%.
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