I personally prefer incremental change to large dumps. It's much easier to troubleshoot and fine tune, as opposed to trying to figure out the culprit for why X is misbehaving when a dozen massive overhauls have all occurred at once. I'm also still not 100% certain I like the audible system as the answer to blitz overuse, but I definitely want all the other updates in as quick as possible.
jdavidbakr wrote:
For review, here's what has been added here that's not yet available to the other leagues:
* QB accuracy updates
* Pass blocking updates
* Zone and Man coverage updates
* Blocking taking weight into account
* Waiver wire
* Overuse penalty (that's the topic at hand here, it's still being applied but it was toned down from last season where a lot of you said it was too much)
* Player contract offer inflation
* Rules able to be sorted, and the first rule to hit is the only rule that fires
* Sacks are now getting a tackle stat as well
Was there also a change to run blocking, or is that strictly being addressed via the weight factor? Also, weren't pursuit angles on tackling addressed with this new engine?
By which I mean (non-bleeding edge example):
https://private75.myfootballnow.com/gamecenter/view/916#172483Wherein both LBs seem to be targeting the RB's initial trajectory when he first caught the ball, and don't adjust to the RB's new angle until they've gone past him.
I had thought this was on the docket for resolution with the bleeding edge engine, but didn't see it listed so thought I'd ask.
On kick-offs:One issue is the three furthest back blockers are too frequently non-factors. They tend to do one of two things, either a) they peel off to the sides and the returner gets nailed down the center, or b) they lag
behind the returner.
A fix might be to implement (at least) three kick return plays. 1) Return right, 2) Return left, 3) Return center. Based off what's called, the back blockers will peel in a set direction, and the returner will favor returning it behind them. The back blackers won't need to deliberate on what to do, thus (hopefully) preventing them from ending up behind the returner.
Otherwise keep them a little more center and make them more aggressive moving forward to keep ahead of the returner.
On punts:Wing blockers almost never even begin to engage with the punting team's gunners.
Two possible solutions: a) Have them backpeddle and cushion before attempting to engage their block, or b) Implement a new blocking technique specifically for gunner interactions (if this isn't already the case), since it is a different type of blocking. Gunners don't get squared and stood up, but rather are bumped and directed. So have the wing blockers run with the gunner and have it checked throughout the pursuit. "Wins" by one of the blockers will slow and/or push the gunner towards the sideline. "Wins" by the gunner will slow the blocker. If X distance is achieved by the gunner from the blocker(s) then no further checks will be made until they've closed the distance. Once the returner has fielded the ball and begun his return, blocking will return to standard for the wing blockers (i.e. attempting to square and stand up the pursuit team).
Additional "minor" fixes I'd like to see for the next engine:Teleportation fumbles: https://private75.myfootballnow.com/gamecenter/view/916#172482https://private75.myfootballnow.com/gamecenter/view/916#172598In addition to slurping up the ball from yards away, the RBs don't seem to lose any momentum doing so.
Weight change:Since weight will now be (more) important, I'd like to see the weight gain/loss formula tinkered with. Players should shift weight rather incrementally during season play, but much more aggressively during all 'off-season' spins (pre-training camp), with the biggest boosts happening on the end of season and training camp spins. The amount gained/lost should be influenced by the player's discipline and how far they are from their 'ideal' weight (whatever they were initially gen'd with, or are at currently once this code is officially implemented).