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Bort March 23, 2012 | Question | I was wondering if you could expand on what goes on between the QB and Reciever as far as the "risk calculation". Like what is the order of operations? A while back you went through the WR/CB interaction on the catch/deflect roll, I was wondering ifyou could divulge on the QB Throw/Dont Throw interaction. |
| Answer | There's no real special "order of operations." It just compares the distances/positions of defenders and assigns them a score. It assigns a score to the distance of the receiver from the 1st down marker or route hot spot, specified play distance, his attributes, etc. Then it adds the scores up and if the total below a set threshold of "risk allowance," which is dictated by pressure (nearby "tackle the QB" defenders), the QB will throw the ball. If it's over the threshold, he'll see if he should move on to the next progression. | |
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Bort March 23, 2012 | Question | does the sim make any distinction between a stat with 105 natural + 45 in EQ vs 95 natural + 55 in eq? i thought it used to be that 100 was the limit, but i see lots of players now going quite a bit over 100 and wondering what i missed this time. |
| Answer | No, the total value is all that matters. | |
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Bort March 23, 2012 | Question | Are the blocking focus bonuses (run blocking bonus for run focus, pass blocking bonus for pass focus) equal to the penalties (pass blocking penalty for run focus, run blocking penalty for pass focus)? Or are the penalties bigger than the bonuses? |
| Answer | They are equal. | |
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Bort March 23, 2012 | Question | Is there anything coded in that would cause a QB to become less accurate with a pass due to play length? |
| Answer | The "pressure" value does rise over time, which affects the chances of a bad pass occurring, and increases the acceptable risk values for the QB to throw to. There is no direct penalty to accuracy or pass quality based on duration of the play, though. | |
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Bort March 23, 2012 | Question | Does a DT, while trying to swat a pass, need to have broken his block first before the pd roll can occur? |
| Answer | No, but he incurs a penalty to the related rolls if he's engaged in a block. | |
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Bort March 23, 2012 | Question | Does the throw away threshold effect the scramble frequency? |
| Answer | Throw away does not affect scrambling timing directly, though I suppose you might be more likely to throw the ball away before scrambling if you have it set to throw away more. | |
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Bort March 23, 2012 | Question | Also is Dump Pass an "Always on" meaning any pass within 5 yards will have a bonus, or does it require a roll? |
| Answer | Dump Pass requires a roll to activate, but it's pretty easy to pass, and works 80%+ of the time when you have high levels of it. | |
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Bort March 23, 2012 | Question | Does jump catch or diving catch do anything on plays where it doesn't say the SA "fired"? |
| Answer | No, they only apply in their respective situations. | |
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Bort March 23, 2012 | Question | Does +% AE give that +% to your whole endgame roll (including the randomness factor) or is it only +%'ing your attributes/SAs weighted value score in said roll? |
| Answer | % bonuses are added before the random rolls are figured. | |
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Bort March 23, 2012 | Question | If cut block is a last ditch effort to stop a defender, how exactly would more strength/agility help counter cut block when Strength/Agility is what is causing the cut block to fire? |
| Answer | The defender needs some anti-cut-block roll. Strength/agility (especially agility) seem like the most likely candidates to counter it. If the cut block roll fails, it is just canceled and the blocker keeps getting smashed. | |
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Bort March 23, 2012 | Question | Does strong base work against run and pass blocking? And would it improve the chances of a reverse pancake or stun of the offensive lineman? |
| Answer | Strong base is a pass block only skill. It does not directly affect pancake or stun abilities, but it could help you keep the other guy off balance and improve your chances of those happening in general, just by the fact that it improves your pushing ability. | |
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Bort March 23, 2012 | Question | Can holders be tackled? |
| Answer | No | |
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Bort March 23, 2012 | Question | I saw a Bort quote about the "General" SA's, where Bort says that the morale and stamina gains are permanent and not per play. So for example, would having more points in Field General mean it will fire earlier in the game and give a bigger bonus when that player is in the game? Or is the SA automatically activated, provided you have at least one point in it, and the amount in it affects how big the bonus is? |
| Answer | General SA's are a "chance to fire" event, more likely at higher levels, but the strength is also determined by the skill's level. Each play, the general can try and use the skill. All the appropriate players get points added to their breath and morale if it works, and the play continues as usual. The effect of the skill on morale is essentially the same as having a good play or scoring a touchdown, etc, except that breath gets a bonus too. | |
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Bort March 23, 2012 | Question | Is there, for lack of a better phrasing, a "jumping threshold" with the deflect roll? |
| Answer | Yes, all players have a max jumping height, which is dependent on the player's height and jumping skill. If he can't reach the ball, he can't interact with it. | |
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Bort March 23, 2012 | Question | Do I always gain "1" more yards when tenacious activate, or it still depends? |
| Answer | Tenacious will give you extra distance, but it can be less than a yard. It's still a roll-based thing. | |
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Bort March 23, 2012 | Question | Does VA Mr. first down apply to any where? |
| Answer | Mr First Down only applies when you are actually near the first down. | |
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Bort March 23, 2012 | Question | Does never give up apply to any fall down? |
| Answer | Never give up applies to any fall down, such as pancakes, missed tackles, cut blocked, falling down when catching a pass, etc. Fakes are not actually the player falling down; it's just a similar animation, and as such it does not apply. | |
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Bort March 23, 2012 | Question | Is the new cut block feature a separate piece of code tied into the last ditch effort that any blocker can use to cut a defender or is it directly related to the players investment in the cut block SA? |
| Answer | It's its own thing regardless of any SA. | |
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Bort March 23, 2012 | Question | What goes into the FG/XP block skills? |
| Answer | The block kick roll is INCREDIBLY hard to pass, even if you're in the right position. However, it is essentially the same roll as pass deflection, without any VA's and SA's other than swat ball. | |
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Bort March 23, 2012 | Question | Does the Clutch VA work for kick and punt returners, specifically for firing their SAs more often? The description of Clutch says "offense, defense, kicking and punting" on 3rd/4th down. |
| Answer | Yes, it applies to all SA's, no matter what position. | |
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Bort March 23, 2012 | Question | Does the Dive For Yards SA increase in strength with more points, or just likelihood of working? Meaning, does a back with 8 points in the skill get more extra yardage than a back with 2 points when it fires? |
| Answer | The dive is better (more yards) the higher the skill. | |
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Bort March 23, 2012 | Question | Please can you post the perl code for the randomness factor also? |
| Answer | That's because the randomness is always between 0 and +5% (and a minimum of .01): $increase_value = nearest(.01, $increase_value + ($increase_value * rand(.05))); $increase_value = .01 if $increase_value < .01; | |
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Bort March 23, 2012 | Question | Calm Nerves SA: This says "gives him a bonus to kick accuracy even if his morale is low". My question is, does it also give a bonus to kick accuracy if the player's morale is 100? Is it basically a flat bonus to accuracy that doesn't depend on attributes/morale/energy? |
| Answer | Yes, it's a flat bonus to accuracy independent of any other factors other than the skill level. | |
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Bort March 23, 2012 | Question | If a defender attempts a diving tackle and misses the roll, would Sure Tackler allow the defender to retry the roll? And if so, would the re-roll necessarily be another diving tackle chance or is there a possibility the defender might attempt a regular tackle on the re-roll? |
| Answer | Yes, he could re-roll it. If it's a diving tackle the first time, it will be a diving tackle the next time. | |
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Bort March 23, 2012 | Question | Does Super Vision work for Kickers and Punters? |
| Answer | It works in the same regard as it works for any other position, mostly would apply on avoiding fakes. It would not help them kick or punt better. | |
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Bort March 23, 2012 | Question | Does absolutely everything that helps avoid fumbles also help (maybe not to the same degree, but to some degree) help to avoid passes' being Knocked Loose? This would include, among many other things, Mr. Reliable on first and second downs, the Cover Up SA, and Avoid Fumble AEQ. |
| Answer | Anti-FF skills will generally help avoid getting the ball knocked loose, but knocked-loose specific skills do not apply vs fumbles. | |
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Bort March 23, 2012 | Question | Does the 1 hand catch SA always have a chance to fire, or is it only when a ball is off target? Like, could an intended receiver use 1HC to snatch an on-target ball (while it's slightly outside of his normal catch radius) before a defender gets close enough to deflect it? |
| Answer | 1 handed catch only applies to balls that are near or outside the normal catch radius. The throw does not have to be a "bad pass" for it to apply; it can apply whenever the ball is in that position. | |
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Bort March 23, 2012 | Question | Does the QB have a way to evaluate catching probability, or is it just defenders in the area? |
| Answer | Defender proximity is a much larger portion of the risk score than the player's abilities, since the risk score assigned climbs exponentially based on nearby defender count. They only time player skills really come into play much are if two players are fairly equally covered at the same distance, etc. An wide open man will nearly always get the pass over a covered one. | |
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Bort March 23, 2012 | Question | In general would a player have a better chance of knocking a ball loose, playing a receiver tight so that he cant lay the hit immediately after the catch or loose so that he can gain maybe a bit of momentum before flying in for the tackle. And also do tackle settings have a great impact, as in wrap up, or power. |
| Answer | A defender playing further off would have a better chance to knock loose, just due to momentum, assuming he can make it to the receiver in time (otherwise it's a force fumble attempt, which would be harder to pull off). Yes, tackle settings do have an impact on KL. It is essentially a special case force fumble roll. | |
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Bort March 23, 2012 | Question | Are screens considered passes, or considered rushes? Pulling linemen no longer works on screens because it is a pass... but cut blocks work on screens and only work on rushing plays... so which is it? are screens rushes or passes? |
| Answer | As to the other question, screens are sort of a combination of passes and runs. Blockers pass block to start the play, and then transition to run blocking when they break off and form the screen. They are technically classified as passes, but most VA's and SA's are situational based on the type of blocking a player is doing, not the type of play they are running. | |
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Bort March 23, 2012 | Question | Does the QB take into account WR/TE/HB/FB VAs and SAs when deciding who to throw to? For example, will Go to Guy, Possession Receiver and the Soft Hands VAs all make a difference in who the QB ends up choosing by modifying the catching score? Will the QB account for the drop off in PQ over long distances and factor in something like the Hail Mary VA? |
| Answer | QB doesn't care about PQ bonuses and "maybe it will work" type items when deciding who to pass to; just distance to his max throwing ability, LOS, and 1st down, etc. He also doesn't care about position except in relation to dump passes. All he cares about is progressions, defenders nearby, and general known-sum scores like catching ability, go to guy, etc. | |
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Bort March 23, 2012 | Question | The Gang Tackle SA says it works when dots are within 2 yds from the center of the dot. Can you also ask Bort how big non-flash dots are in replays as a reference for size? For instance, for Gang Tackle to fire do dots need to be on top of each other, edges touching, or something else? |
| Answer | It's pretty easy to see about how big they are just by looking at the hashmarks; around a 2 and half foot radius or so, or somewhere around a little less than 2 yds in diameter. So, for gang tackle to work, they need to be just about edges touching, maybe a little gap. | |
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Bort March 23, 2012 | Question | Does the effect of the First Step SA diminish significantly for players who have high agility? |
| Answer | Yes, we did change it a while ago to make it more useful for already fast players. It actually allows a player to move faster than his regular max velocity for a short time when it goes off, since a super high agility player already accelerates quickly. Whether that is valuable to your player or not is up to you to decide. | |
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Bort March 23, 2012 | Question | I know jumping has an effect on avoiding/breaking tackles but is it more effective against diving tackles? |
| Answer | Yes, jumping goes into making and avoiding diving tackles more than regular ones. | |
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Bort March 23, 2012 | Question | Many seasons ago, I recall Bort adding some code that caused pass blocking to decay in quality over time. Is this code still active, and if so has it been adjusted downwards by any chance? |
| Answer | It's still in there; the effect is just lessened quite a bit, especially when double teamed. I felt it was too strong, as even a 2 man rush was always crushing the pocket after 2 seconds. | |
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Bort March 23, 2012 | Question | Does distance factor into the vision check for deciding who to block? |
| Answer | Yes, the vision check to "see" defenders further away gets harder and harder the further they are. I.E. a G will have a very difficult time seeing an incoming CB as compared to a DT. | |
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Bort March 23, 2012 | Question | What does Avoid Fake % EQ do? Does it give you a bonus to avoiding fakes, or does it cut down on recovery time after you are faked? Or does it do both? |
| Answer | Bonus not getting faked in the first place. It doesn't reduce the fake duration. | |
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Bort March 23, 2012 | Question | Would deflect ball AE/VAs/SAs affect/enhance the FG block roll (presuming the vision check is passed)? |
| Answer | The only one that currently applies is swat ball. The others are specific to passing. | |
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Bort January 22, 2012 | Question | I'm trying to figure out the correct formula to predict training gains, but I can't seem to get it right. I'm taking the formula 1.6*75*EXP(-0.038*(ATTVALUE-1)) and rounding it. Then I'm multiplying by the 1.2 intense modifier and rounding again Then I'm multiplying by the enhancement and multiplying again by the multitrain multiplier. Those numbers don't seem to come out correct. Do you know what I am doing wrong? |
| Answer | Sounds correct. Not sure what you're doing wrong. Here's some (chopped and simplified) perl code for intense train: # Base value my $multiplier = exp(-.038 * ($att_value - 1)); $multiplier = .01 if $multiplier < .01; my $increase_value = nearest(.01, 1.2 * $multiplier); # Intense $increase_value = nearest(.01, $increase_value * 1.20); # Training bonus for enhancements $increase_value *= 1 + (.1 * $upgrades); # Multi training my $multi = 1 + ($multi_train == 1 ? 0 : $multi_train == 2 ? .05 : $multi_train == 3 ? .20 : .30); $increase_value = nearest(.01, $increase_value * $multi); Then we add a small randomness factor and breakthroughs | |
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Bort January 22, 2012 | Question | Does Zone Focus work against the run? If so what is the cut-off point. |
| Answer | Yep, it works until the player leaves "zone coverage" mode (once he sees the handoff). | |
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Bort January 22, 2012 | Question | Does Closing Speed, once activated, remain active until the user attempts to tackle the player being chased (or some similar conclusion), or does it deactivate once one gets close to the player being chased (probably within 5 yards, as that's how far I've heard one must be for it to activate)? |
| Answer | It turns off when you get close. | |
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Bort January 22, 2012 | Question | Does the Balance SA only work on passing plays? |
| Answer | It works on any potential pancake. | |
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Bort January 22, 2012 | Question | Other than Vision, a higher open man slider setting and an investment in the Quick Read SA, are there other factors which can contribute to the rate at which at QB will move through his progressions? If so, what are they? |
| Answer | Nope, that is it, other than a guy coming open and forcing a quick target. | |
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Bort January 22, 2012 | Question | Are dots given the ability to choose which side of the dot they hold the ball on? |
| Answer | No, and no it doesn't matter. | |
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Bort January 22, 2012 | Question | How much of a factor in the fumble recovery roll is carrying? |
| Answer | Not much. Agility is the main factor. | |
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Bort January 22, 2012 | Question | Is Strength halved for a rushing QB rushing beyond the LOS? How about during tuck & run? |
| Answer | Just vs sack attempts. | |
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Bort January 22, 2012 | Question | When catching the ball in traffic as an offensive receiver, how are these three attributes weighted in relation to each other? Strength, Agility, Jumping |
| Answer | Jumping > Agility > Strength | |
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Bort January 22, 2012 | Question | Does speed affect how quickly a QB moves through his progressions? |
| Answer | Nope. | |
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Bort January 22, 2012 | Question | If in the pocket, what break tackle SAs can trigger for a QB ( Spin etc.) |
| Answer | Spin, Stiff Arm, Turn the Shoulder | |
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Bort January 22, 2012 | Question | Does the Pulling Lineman VA trigger on screens? |
| Answer | Nope; runs only. | |
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Bort January 22, 2012 | Question | Is there a vision check for a QB to see Double/Triple coverage over single coverage? if there is Do progressions override any vision check forcing the QB to throw into double/triple coverage as opposed to the single covered man? |
| Answer | There is a vision check to check down or skip to an open receiver. Progressions just determine the order the QB will check down in. Vision checks are independent of how you set your progressions and always apply. | |
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Bort January 22, 2012 | Question | Does vision play a role in activating SAs on HBs? |
| Answer | Yep. HB has to see the incoming defender to try to fake him. | |
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Bort January 22, 2012 | Question | Regarding the receiving SA's, such as Diving catch, Jump Catch, and 1 handed catch: Are these SA's all or nothing? |
| Answer | The SA's are all or nothing with cutoffs at various points. Any pass that is higher than the player can reach without jumping is a jumping catch. A pass less than a foot and a half off the ground (or requiring the player to lay out to catch) is a diving catch. There's also a "buffer zone" at the letters where the ball is easier to catch, and anything else is just a normal catch. Any catch just around the edge of the normal catch radius is eligible for a one handed catch. OHC can be added onto a jumping or diving catch. | |
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Bort January 22, 2012 | Question | Do all references to pass distance (Dump Pass SA - "less than 5 yards," Possession Receiver VA - "shorter than 8 yards") measure from the QB's release point and not the line of scrimmage? |
| Answer | From the LOS. | |
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Bort January 22, 2012 | Question | What is it about the 1 Hand Catch SA that justifies its position at the end of the tree? |
| Answer | It would not help on defense. It does give a pretty good catch bonus when it's used, and a morale bonus (for the whole team) when it's used. The QB does not try to target it specifically. | |
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Bort January 22, 2012 | Question | Other than what's needed for the firing of certain VAs, how would you define the effect of moving up and down the running style slider? |
| Answer | The running style slider makes a big difference as far as the maximum angle the runner is willing to turn at, and the defender avoidance radius he will use. There is not a huge difference between 70 and 85%, but there is a difference. You can easily see a difference between -100 and 0 and 0 and 100. Running style doesn't give any specific stat bonuses other than SA or VA related ones. | |
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Bort January 22, 2012 | Question | Is Sticky Hands, then, roughly the same as +Catch% except with an additional Clutch-like bonus? |
| Answer | Sticky hands is essentially catch% with the clutch bonus. | |
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Bort January 22, 2012 | Question | What exactly does pass distance% AE do? |
| Answer | Pass distance % increases the QB's max throw distance (and by proxy quality for shorter passes). | |
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Bort January 22, 2012 | Question | does +% equipment give +% to your score (given by your attributes+SA's+VA's) or +% to your end roll (including the randomness factor) ?? |
| Answer | % bonuses are added to your score before rolls. | |
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Bort January 22, 2012 | Question | Does a QB take into effect a receivers height/ability to jump in determining where to throw the ball ? |
| Answer | Yes, he knows the player's max catch height. | |
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Bort January 22, 2012 | Question | Can QB's throw jump balls to TE's and why aren't these rates closer in line with the rates of jump catch attempts to WRs? |
| Answer | Yes, QB's can throw jump balls to anyone at the same rate. WR's probably just end up in more jump ball situations if you're setting more of them for WR's. | |
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Bort January 22, 2012 | Question | Does a CB's carrying attributes play any roll in the ability of a CB to secure an interception? |
| Answer | No | |
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Bort January 22, 2012 | Question | Can you define or explain the risk calculation used for a QB prior to making a throw? Can you define or explain the calculation used for a QB's 'decision' to tuck and go as opposed to making a throw which is tied to the question above Can you define or explain which side a QB will rollout to? |
| Answer | The sim calculates a "score" for the receiver based on number of nearby defenders, future position of the receiver in the route, whether or not there is an spot away from defenders available to pass to (this is part of the new QB lead code), proximity to first down, and route hot spots. The QB has a risk threshold that the score has to fall under based on pressure, length of the play, etc. in order to pass the ball. If the pressure score from defense goes above a threshold set by your QB settings, and there's someplace to run to, he will tuck and run. QB will roll out away from the defense, if there is pressure from a particular side. If there's no pressure, he'll try to roll out toward the receiver he's targeting (or randomly for a receiver in the middle). | |
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Bort January 22, 2012 | Question | Does setting up a field goal team affect kicks in any way? |
| Answer | No, but it could help prevent blocked kicks (better blocking) | |
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Bort January 22, 2012 | Question | Does slippery work for breaking sack tackles? - I think not Does the quick feet va help spin when a qb is breaking a sack tackle? If a QB drops back into the pocket, tucks and runs, does slippery and sym both work after he tucks? Can a QB use juke behind the line of scrimmage before he tucks and runs |
| Answer | Fakes, slippery and quick feet do not work when in "pass mode." After the ball is tucked, the QB is just like any other ball carrier and can use any of the non "pass mode" skills. Doesn't matter if he's behind the line or not. | |
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Bort January 22, 2012 | Question | Whats considered a reasonable "speed" that Auto adjust is run at? I can't see any statistical conclusion that 25% and 75% AA makes any difference and i've been reading scouted game stats and watching replays alot lately! |
| Answer | Which auto adjust are you referring to? I'm assuming the casual one? AA for casual does not adjust for individual plays. It only adjusts pass/run, short/long, WR/TE/HB/FB bias balances as to which are working better for you. | |
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Bort January 22, 2012 | Question | What is the maximum distance that a cut block can be executed from, and why can't a player be cut blocked during a pass play? |
| Answer | You may not be seeing a cut block when the blocker falls down. It is also possible to do a last-ditch "hard block" from the side, which results in the defender getting pushed away or knocked down, and the blocker falling down. This doesn't require a skill to to do, and is not as effective as a cut block. A cut block can be attempted from anywhere in the players block radius. Cut block is not included on pass blocking mainly because it appears in the run blocking tree, while pass blocking has shock block. | |
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Bort January 22, 2012 | Question | Regarding the training gains, there is a small variation applied to some base value so that the training gains can vary by a few %, and hence are only approximate. Does this small perturbation mean the actual training gain can go both up and down from the value the formula gives? Or do these perturbations only increase the training percentage? |
| Answer | You'll see a variation of about 2.5% above or below the value given, not counting breakthroughs. | |
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Bort January 22, 2012 | Question | Is it possible for a receiver who is not the intended target to catch a "bad pass"? |
| Answer | It is only possible for another receiver to catch the ball if it is tipped. | |
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Bort January 22, 2012 | Question | What are the benefits of double teaming a man coverage? Beyond to attempts to deflect, is there anything that is added? Does the presence of a second coverage man effect the rolls of the first one in a boosting or multiplicative way? Are there any qualities about the receiver that make double covering less effective? Or is it all just the same as man on man with twice the rolls? |
| Answer | As far as double+ coverage, receiver catch rolls are penalized by a value based on the number of nearby defenders, with more of a penalty when they are closer to him. The penalty is exponentially increased for each defender nearby. Each defender also gets a deflection/int roll separately. A very high catching/jumping WR will be able to overcome 2 defenders more often than one with lesser skills. | |
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Bort January 22, 2012 | Question | So the question is, could you please explain the details of the routine for determining when a receiver makes a cut thats steep enough to lose a man coverage and whether or not the man covering DB is fooled and what determines how long he is fooled meaning how long he runs before turning and how quickly he is to get back on the receiver. IE What triggers the steep turn, what checks/comparisons/rolls are made to see how tight it is, what checks are made to see if the DB can follow it and how soon and well he follows it and finally does double teaming help at all? |
| Answer | Every time a receiver reaches a cut point in his route, he will impart a reaction delay to any defender following him. How good of a cut the receiver makes makes depends on his agility and route running abilities. This effect can be mitigated some (delay time reduced) by passing vision checks at the cut point. However, it is not possible to ever have a delay of 0 without passing an exceedingly difficult roll. There will nearly always be at least 1 tick of delay. In addition, the vision checks are harder to pass and the delay effect is increased when the defender is following very closely and aggressively in man coverage. Head fakes and jukes (which can be mitigated by vision checks and superior vision skill) increase the delay time imparted. | |
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Bort January 22, 2012 | Question | What are the variables for a Field Goal Block to happen? |
| Answer | Assuming the blocker can get through the line, the ball has to be low enough, and then he has to pass a vision check, and then he has to pass a swat ball check (basically the same as pass defense roll). Both checks are very hard to pass, making blocks pretty rare. | |
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Bort January 22, 2012 | Question | Are there vision checks for the SPIN SA in regards to whether or not a defender is in front or behind the ball carrier? |
| Answer | You cannot use any break tackle skills vs a tackle from behind. The tackler has to at least be even with the ball carrier for spin or power through or lower the shoulder, etc. | |
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Bort January 22, 2012 | Question | When blockers double team a defender, are there any benefits or bonuses given to the blockers? |
| Answer | Sort of, by way of penalties to the defender who is double teamed, making him easier to push or pancake. | |
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Bort January 22, 2012 | Question | I understand that you don't want ILBs to be way on the outside of the formation, but why don't ILBs have the same size movement box as MLBs do? |
| Answer | MLB's have to cover more ground, since there is only one. ILBs can work together, and only need to cover their side of the line. | |
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Bort January 22, 2012 | Question | If I invested heavy in pancaking skills and the showboat blocker VA and pancaked the other teams defensive players heavy on special teams. Do they experience the same morale loss as if they were pancaked by a showboat blocker on a normal offense vs defense play? |
| Answer | Pancake VA's still work for any pancake, special teams or not. | |
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Bort January 22, 2012 | Question | Is CB% only used after a dropped pass, pass deflection, or knocked loose pass? Also, if a CB is attempting to intercept the ball in the open field (no WR fighting for the ball), is INT% or CB% used? |
| Answer | INT% is a + in defensive situations where you are in the middle or fighting for the ball. Catch% applies on catch attempts after the ball is dropped/tipped by the receiver and anyone could potentially catch it. | |
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Bort January 22, 2012 | Question | When a D-lineman is engaged with a blocker and a RB carrying the ball passes close by, does the D-lineman first have to win a break block roll to disengage from the blocker before attempting a make tackle roll, or is there a separate roll that allows the tackle to be made essentially from the block? |
| Answer | He gets a penalized tackle roll while still engaged, unless his blocker is directly in the way. | |
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Bort January 22, 2012 | Question | Is there any difference in impact/effect between a diving tackle and a regular tackle? |
| Answer | Diving tackles are harder to succeed at, and yes they are less likely to force a fumble. | |
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Bort January 22, 2012 | Question | With the reduction in Pee Wee leagues, will there be a new promotion/demotion structure between the leagues? If so, what will it be? Both conference winners advancing from Silver to Gold? |
| Answer | We will just grab the needed teams from the usual sort criteria, same as if we were to have to grab extra teams to fill cpu slots. Playoff wins, playoff games played, regular season wins, points against, points for. | |
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Bort January 22, 2012 | Question | The "Pass Block" SA says it gives a bonus to blocking. Does that mean to the blocking skill or some overall bonus to making a block? |
| Answer | Basic bonus to pass blocking rolls. | |
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Bort January 22, 2012 | Question | How are CPU attributes/levels assigned? Is it based on the opponent, or is it based on the league the team is in? |
| Answer | CPU teams do adjust by opponent (and own) avg human level, unless they have no human players, in which case it goes by league level. | |
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Bort January 22, 2012 | Question | What exactly goes into the interception routine? What makes a QB decide to throw a pass that could be intercepted (vision? Morale? Tactical Settings?)? What if anything does the receiver do to make an interception more or less likely (route tactics, vision, agility?)? What does a defender do to make an interception more or less likely (positioning at hike, if so where is best where is worst)? Thinking more here about the set up that brings about an interception check more than the interception check itself, assuming that there is such a set up and its not all one big routine done when a pass is called? |
| Answer | It is fairly complicated as there are lots of situations, but the general gist is (if I'm the CB): - I have to see the ball is coming in the first place (vision check) - I have to get into position near enough the the ball to interact with it (speed/agility etc) - I have to check if I am even going to get a chance to interact with the ball (Int check? No? Swat check instead?) - If I'm near the WR, I have to fight with him to see who gets a chance at the ball (my roll vs his roll) - If I win, I get to intercept or swat the ball. (depends on first roll type that succeeded, and if the WR gives me trouble catching it) - If I lose, the receiver gets to try and catch the ball. It's all up to him now, though my being close by makes it harder on him. - If the receiver fails to catch the ball, I get once more chance to try and intercept it if I am close enough. - If the receiver catches it, now I've got to tackle him. Here's my chance to knock it loose with a good hit | |
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Bort November 25, 2011 | Question | While headhunter says it helps force fumbles, monster hits and big hits, does it mean it only works in conjunction with MH and BH? Would it also help FF on a dot with the Big Sack SA or no because MH and BH don't work on sacks? |
| Answer | Headhunter gives its own bonus to forcing fumbles, but it also gives an extra bonus to monster and big hits. It doesn't apply an extra bonus to big sack, but it still applies its own FF bonus. | |
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Bort November 25, 2011 | Question | On break tackle SA's like Power Thru and Lower the Shoulder, the description says that these two SA's give a bonus to breaking tackles. Is this bonus to the base break tackle score without power thru/LTS activating (and being successful) and showing up in the PBP? |
| Answer | It has to activate to apply the bonus. | |
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Bort November 25, 2011 | Question | When clutch activates, is it a whole play activation, where clutch helps the success rate of everything the dot tries to do (i.e., is clutch 'On' for a play)? |
| Answer | Clutch is active on the items it applies for during the whole play, and is generally applied as a multiplier to roll scores, to make them more likely to succeed, similar to having a SA favored by your archetype. It gives various bonuses to non-sa stuff as well, like pass catch rolls or deflection/interception rolls. It does not, however, apply a set pct bonus to all the player's attributes, or anything crazy OP like that. | |
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Bort November 25, 2011 | Question | When Sure Tackler VA fires, does it force the ball carrier being tackled to re-roll any SA/VA that may have fired? |
| Answer | Sure tackler re-rolls immediately on the same tick, and makes both players re-roll everything. | |
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Bort November 25, 2011 | Question | Can we get some clarification on the QB options regarding tucking & running and scrambling out? |
| Answer | Scramble often will tend to make the QB roll out of the pocket early and often (pretty much every time he has a chance). Run often will allow him to take off running earlier in the play, as long nobody's in front of the QB. "Sometimes" has a bit higher threshold of pressure required before the QB will roll out, and he will not opt to run as early in the play. "Never" will pretty much never scramble or run, as the pressure and time thresholds required are very high. | |
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Bort November 25, 2011 | Question | How big is the Aura of Intimidation zone roughly? |
| Answer | A center with 10 aura would have a radius that extends out to near the tight end, so it might have trouble hitting OLB's lined up outside, but it could probably hit most of the D line. | |
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Bort November 25, 2011 | Question | Does Mr First Down work at the Goalline? |
| Answer | Just checked and yep, it would. | |
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Bort November 25, 2011 | Question | The comeback Kid VA works 15 yards down field. How is the end zone treated? If you are 10 yards out and throw a Pass that is 7 yards deep in the end zone, does it fire? |
| Answer | Yes, it would work. It's just looking for LOS + 15 yards. Doesn't matter if it's in the endzone or not. | |
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Bort November 25, 2011 | Question | Does the break block calculation include a term that compares the strength of the blocker vs. the strength of the blockee? If this is the case, does Bull Rusher alter this term as a whole, or just the strength of the blockee? |
| Answer | Break block and block scores are a formula. The Bull Rusher skill just affects the strength portion of the formula. | |
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Bort November 25, 2011 | Question | Does confidence help with SAs? |
| Answer | Confidence helps mostly with the morale-related SA's. | |
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Bort November 25, 2011 | Question | Does Tunnel Vision work via a vision check in regards to locking on the QB? |
| Answer | Tunnel vision doesn't require a vision check. It's a check against the level of the skill at the start of the play. | |
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Bort November 25, 2011 | Question | Is this true for an SA that is a Penalty? Will a Favored SA hit Diminishing Returns sooner than a regular SA? |
| Answer | No. The bonus/penalties are applied as a pct after the diminished returns are calculated. | |
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Bort November 25, 2011 | Question | If i have a receiving HB and he has both Scat back and route Running SA's. Do they Stack since they are a flat unknown bonus? |
| Answer | Yes, they stack. | |
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Bort November 25, 2011 | Question | Would "first step" for a QB help him step back faster after the snap and possibly give him a small addition of time to throw? Can it work stepping backwards? |
| Answer | Yes it would apply and could possibly help. | |
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Bort November 25, 2011 | Question | On creative route running... It reads "Creative: try to use juke type moves early in the route to get away from defenders (requires high agility)" #1 Does this imply that SAs like Juke and Head Fake (and their associated modifiers AEQ/VAs) will allow this to work better? #2 Does "requires high agility" mean that until your agility reaches X, this option will not fire? #3 Can/will you give any kind of hint of what "high agility" means to you now that attributes can reach 150+ ? |
| Answer | There's no special threshold needed. "High enough agility" is up to you to decide. Try it out and see if you think your guy moves too slowly or works well. The "requires high agility" warning is only so people with 12 agility won't turn it on and wonder why their guy moves so slowly. Kinda similar to super elusive: maybe it works for how you want your player to move or maybe it doesn't; that's up to you. | |
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Bort November 25, 2011 | Question | For casual, does score based play calling force plays that are not in your formation % basic play calling settings? So, if I call say 25% I, 25% shotgun, 25% weak I, and 25% single back, will I see strong I based plays under score based play calling? Also, say I call 100% outside run left + 100% HB run, and have score based play calling checked for the 4th quarter. Will I get inside rushes and FB rushes, and right side rushes at all under score based play calling? |
| Answer | Score based play calling affects the type of plays (long vs short, run vs pass) but it doesn't affect the formations you chose, left/right/center, or HB vs FB settings. | |
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Bort November 25, 2011 | Question | Does height factor in the break block roll? Does height or lack there of (both for blocker and blockee) affect the hold block roll? |
| Answer | Taller players are easier to knock off balance of and therefore pancake or revcake if you are beating them (this applies to areas other than blocking, where balance comes into play, like breaking tackles), but taller players also are better at holding blocks. | |
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