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Forum > Suggestions > Punt Coverage and Coding...it's about time
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saintedix
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Originally posted by saintedix
I posted this a while back (http://goallineblitz.com/game/forum_thread.pl?thread_id=4344509&page=1), and even though it got overwhelming support in the voting system, has yet to be addressed. Re-posting to get more feedback, especially if this game is to get out of beta...


Punt Hang Time
I made a note at the end of my kickoff coding suggestion about the punt hang time being all wonky, so basically my suggestion is that punts in GLB need to hang in the air longer – much longer. In fact, GLB punts are about half the average hang time and double the horizontal velocity as punts in real football.

Originally posted by saintedix

P.S. ON PUNTING
When I was timing kickoffs, I was also timing punts. The average NFL punt hang time is 4.6s. The average GLB punt? A whopping 2.2s. How do you screw that up? A few punts even traveled 65+ yards in 1.9-2.1s. To give perspective on this, that’s nearly equivalent to a baseball player throwing home from the outfield (time, trajectory, and speed). How this has been acceptable for so long makes less sense than Bryant Gumbel still holding a broadcasting job.


Now, there are going to be some issues if you simply change the hang time and speed given that the punt coding isn’t perfect, but this is something that needs to be tested on the test server so that adjustments can be made to make punts more realistic. Returners should also leave very short kicks to bounce (see bouncing later), as you might see in real football, often times the returner waves off the punt and just lets it bounce.

Test results for punt time are shown at the bottom of the OP.

Returner Maneuverability
Returners simply don’t move side-to-side to avoid tacklers on punt or kick returns (if fact, this is a problem with all of GLB, but I’m only addressing returns here). Tell me the last time you saw anything remotely close to this in GLB:

http://www.youtube.com/watch?v=rJAlcMyVsdI&feature=related

Instead, GLB returners run headstrong into tacklers at full speed:

http://goallineblitz.com/game/replay.pl?game_id=1416670&pbp_id=11425524

There needs to be some work done on the pathing for return men to try and find more daylight by moving side-to-side or even reversing field. This is very common IRL, and players often even lose yardage, but it needs to be there. It will add a little more spice to returns when a returner actually has to find a path to the end zone instead of running in a straight line (maybe actually make “super elusive” do this).

Punt Return Formation
The punt return blocking as it stands now is pretty good actually. There will have to be adjustments made if/when the hang time is increased. IMO, there needs to be more “chip” blocks or push blocks while players are in motion to simulate a more real blocking environment, especially on the gunners. The gunner blocking will need some serious looks if the snap and hang time are increased.

One big thing that would address this is to make the "standard" punt return formation include two blockers on the gunners (this is, in fact, pretty standard in real football). This would give the gunners a much more difficult time getting downfield with the increased snap/hang time. You could also just program PP1 and PP2 to set up blocks in front of the returner similar to the wedge coding suggested in my kickoff thread, which would keep it from being a fair catch too often:
http://goallineblitz.com/game/forum_thread.pl?thread_id=4312920

Punt Blocks
There needs to be a way to block punts (and field goals for that matter). This can’t be too difficult to figure out, considering there is already code in place for defensive linemen to knock down QB passes – a similar code could be used for players who break through the line. There could also be VAs or SAs for STOPs that assist in this. Basically, there should be vision checks all along the offensive line to make sure everyone is picked up (often times punt blocks are the direct result of a blocking assignment going wrong).

This also goes hand in hand with the next topic:

Snaps from the Center
In GLB, from the time the ball is snapped to the time the punt is kicked is roughly 1 second. Real football? Anywhere between 2-2.5s. Increasing the snap time and time needed for the punter to get the ball away allows more time for defenders to get in for blocks, and causes a more realistic punt coverage where guys actually have to block for an extended period of time before sprinting downfield (this is actually handled pretty well in GLB as it is).

Punt Return AI
When ST-AI is introduced, allow the return team to choose between Punt Block and Punt Return (maybe variations of each). The offensive alignment would adjust based on the return team (or have a checkbox in the ST-AI that allows the punt team to ignore the return team’s alignment). This would allow people to be more aggressive to block kicks while sacrificing punt coverage. May be useful for teams with poor returners or poor blocking.

Punt Bouncing
Punts should bounce a random direction when they hit the ground. This would allow for the punts inside the 20 to have a chance to bounce sideways or backwards ("pooch" punting). Simply make punts bounce 65% forward, 10% left, 10% right, 15% backwards (or something like this). There could be punter SAs or VAs that affect these percentages, etc.

TEST RESULTS
All results were timed twice with a stopwatch and the average time between the two was used (for NFL punts, I used DVR on timed punts). The difference is clear, see for yourself:
GLB
Hang Time – Distance (yd) – Vx (ft/s) – Vx (mph)
2.09 – 67 – 96.17 – 65.57
2.34 – 57 – 73.08 – 49.8
1.66 – 49 – 88.55 – 60.38
2.37 – 58 – 73.41 – 50.05
3.26 – 48 – 44.17 – 30.11
1.76 – 50 – 85.23 – 58.11
2.10 – 62 – 92.53 – 63.09
(only first 7 of 30 test results shown)
GLB Avg. : 2.18 – 58 – 79.82 – 54.41

NFL
Hang Time – Distance (yd) – Vx (ft/s) – Vx (mph)
4.76 – 62 – 39.07 – 26.64
4.43 – 59 – 39.95 – 27.24
4.15 – 61 – 44.10 – 30.06
4.57 – 55 – 36.11 – 24.62
4.82 – 67 – 41.70 – 28.43
4.61 – 49 – 31.88 – 21.74
NFL Avg.: 4.56 – 58.83 – 38.80 – 26.45 (real NFL average is appx 4.6 sec, so I think these numbers are relatively accurate)

Go ahead and time them yourself if you want to, even college is just about the same:
http://www.youtube.com/watch?v=DPXSzia2Zfg
Results: 3.88 – 52 – 40.2 – 27.4
 
spartan822
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Originally posted by saintedix

Punt Hang Time
I made a note at the end of my kickoff coding suggestion about the punt hang time being all wonky, so basically my suggestion is that punts in GLB need to hang in the air longer – much longer. In fact, GLB punts are about half the average hang time and double the horizontal velocity as punts in real football.


I'm sure punt trajectories in GLB aren't perfect, but keep in mind that most punters tactics are going to be set to max. distance which means you shouldn't see a lot of hang time.

Also, this isn't real football, it's dotball.

I'm not saying that the coding for punt returns can't be improved, but from what I've seen, it's kickoff returns that need a lot more work than punt returns.
Edited by spartan822 on Jan 13, 2012 14:11:43
 
underdog13
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+1
 
Outlaw Dogs
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+1
 
MileHighShoes
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+1 To all of this
 
merenoise
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+1
 
SG✬21
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+1
 
Guppy, Inc
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i've been hoping for increased hang time for like 20 seasons, but it always fell on deaf ears. i love the actual numbers being put to this. lets hope the numbers will finally make a dent in bort's refusal to fix anything related to ST.
 
beenlurken
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Has anyone looked into the speed that the coverage team gets down field compared to the speed of an nfl coverage team. It would be silly to increase punt hang time to match real life if dotball coverage teams are much faster than nfl coverage teams.
 
Ali Khaman
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Originally posted by beenlurken
Has anyone looked into the speed that the coverage team gets down field compared to the speed of an nfl coverage team. It would be silly to increase punt hang time to match real life if dotball coverage teams are much faster than nfl coverage teams.


That's exactly what I was thinking as I read the OP.
 
saintedix
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Originally posted by beenlurken
Has anyone looked into the speed that the coverage team gets down field compared to the speed of an nfl coverage team. It would be silly to increase punt hang time to match real life if dotball coverage teams are much faster than nfl coverage teams.


Putting two blockers on the gunners would solve a lot of these problems. In addition, having the players on the line actually have to stay in and block longer to prevent punt blocks would keep the inside players from getting downfield faster. Obviously this would have to be tested thoroughly.

Also, keep in mind that very often in the NFL, gunners are down inside the 5-10 yardline waiting to down punts. About 20% of all punts result in a fair catch, and another 8% result in touchbacks (in the NFL).

I'm okay with numbers not being realistic. It's a game. But punt returns in GLB are in no way even an approximation of real punting in American football.
Edited by saintedix on Jan 15, 2012 12:24:53
 
beenlurken
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No it wouldnt... once the ball is punted the blockers are unable engage in any kind of blocking until the punt is caught. With the speed/elusiveness of gunners in the SE1/SE2 positions it is almost impossible to block them with the corresponding SE1/SE2 blockers because the gunners always get a head start running down field... adding another blocker at the line would not change this... would rather have the PP1 and PP2 back where they are to pick up the SE1 and SE2.

I do like the idea of incorporating Punt Blocks as part of the game but increasing the time between snap and punt in addition to increasing punt hang time would severely decrease the amount of punts returned (a lot more fair catches). Right now in the WL about 58% of punts are being returned... in the NFL this season about 48% of punts were returned. Considering this is a game and it should error on the side of dots actually doing shit there should be a higher return rate... I would even argue that 58% is not high enough. Also there have only been 4 PR TDs in the WL this season. That is consistent with prior WL seasons. It is challenging to get a PR TD as it takes not only a good blocking scheme and returner but also a little luck. I am not sure why we would want to mess with that dynamic.

Basically, as proposed, this is what would happen... fewer punts returned... maybe 25 to 30% are actually returned with most only being for very short gains... a few blocks by good teams per season... and probably the same amount of PR TDs (very few) despite a lot fewer returns simply because it will be easier to score if returners can beat the gunners with only slow OL with no tackling to beat to get to the EZ.

I just think it is more entertaining having more punt returns than sacrificing a bunch of returns for a few blocks a season.
 
ProfessionalKop
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Originally posted by beenlurken

I just think it is more entertaining having more punt returns than sacrificing a bunch of returns for a few blocks a season.


agreed.
 
TheGreatPuma
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I can +1 this if combined in here is a fix to the coverage as well. Once punted, the players' movements are fixed and scripted until the ball is caught and this is a bit silly. If the returner is going to be allowed to move more horizontally, this needs to be combined with more intelligent coverage.
 
jkid2
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+1
 
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