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Forum > Position Talk > WR Club > New Update - WR Opinion
arcbee007
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I want to know your opinion on the most recent update. If you haven't read it then here it is

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WR/CB/QB passing and coverage updates uploaded tonight:

Ok, I've been testing, tweaking, and adding using live data for the last couple days and it seems everything is looking good with this, so it's going in tonight for tomorrow's games. If you're not aware of what I'm talking about, there's been some discussion in the bug forum about it.

Here's what I'm updating:

Fast CB's back up too fast compared to slow WR's on streak routes, due to the fact their their acceleration is a constant. I've made them match acceleration in this case and it seems to work so far. I've put a 20 speed 20 agility guy against a 70 speed 50 agility CB and the CB is all over him in general.

Agile WR's don't have a way to fake out equally agile CB's and get open. I'm increasing the effect of the head fake and juke SA's, and adding some reduced reaction time for defenders based on vision and agility and coverage distance. The result is that on some plays the CB will stay with the WR and on others he will not make the turn with the receiver until a split second too late. This effect also comes into play when receivers make quick cuts.

CB's were basically getting an immediate jump on the ball when thrown. I'm adding a delay on the jump based on vision agility and coverage distance. The result is that sometimes the CB gets a great jump on the ball and knocks it down while other times he waits a split second too long and doesn't get there in time. Combined with the above = botched coverage, basically.

Fast CB's with poor agility playing on close vs Fast WR's often dash forward at the snap to get within the "close" cushion and are then unable to turn around quick enough to keep up with the speedy WR. I've made them back up a little at the snap instead and wait for the WR to make his move.

QB's with good vision (50+) hardly ever miss an open man on a checkdown, which means they will ALWAYS take advantage of the situation and basically never make a mistake at all. I'm making them slightly more likely to miss the open guy, since everybody's human even if you have 100 vision.

Risk calculations did not take the catching ability of the receiver into account as a very big part of the calculation. Being open is the major part. I'm tweaking that a little to be willing to pass to a guy if he's just way better than his defender, even if he's not wide open.

Also going into effect in all leagues with this update:

- The latest version of the pass rushing update, since I've been working on refining that too. High strength guys should have a little easier time bowling over bad linemen, and pathing should be a bit better for cutting off agility guys when you're an OT.

- Some modifications to run blocking: Blockers were holding blocks way too long, like sometimes 10 or more seconds, which caused big problems on kickoffs and pitch plays. I've increased the chance of breaking a block the longer you're held in it, and reduced run blocking push back slightly. Agility guys can also use some swim moves to try and get around their blockers more than they could before.

As always, I'll be monitoring what's going on and making adjustments as necessary.
 


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