Bort exploits are starting to spread like wildfire on the defensive line just like Islam of season 8.
How about a proactive fix now prior to it running rampant in the playoffs giving us another * season.
Give us shift strong, shift weak or center. Otherwise fix the offensive line blocking code to handle more dynamic situations like we are seeing.
Sincerely,
Concerned loyal Customer
Originally posted by tpaterniti
Good explanation. I am sure the OP will now go create another thread about it since the MO seems to be when refuted, stop posting in that thread and make another thread.
Originally posted by Bort
It wasn't really as much of an issue last season. Most of the problems occurred after the "speed boost after shedding block" update. I've been working through that, but since it is not reproducible every single time you run a play, it's not as easy to make adjustments and see their impact immediately.
Originally posted by Bort
It's mostly stacking speed boosts from multiple break blocks in a row. My once-per-tick update earlier in the season curbed it some when it's done via tunnel vision, but I might need to extend it to all speed boosts from blocking, or put a lower cap on the velocity at which the defender can move.
Originally posted by Bort
Originally posted by Deathblade
Is it just a speed boost or speed and agility boost? If it's both, wouldn't it cause an escalating effect? Broken block -> Higher chance of broken block +speed -> broken block -> even higher chance, with higher speed, etc etc
It just extends their velocity vector. Doesn't affect the attributes.
Originally posted by Change Log:
July 19, 2009
- Fix to line blocking target selection order, to better block some exploitative "bunched" D line lineups, and make sure OT's do not try to block a DE coming from the opposite side.
- Fix to "fallback" option on man coverage via DPC, to make sure players who are set to blitz actually blitz.
How about a proactive fix now prior to it running rampant in the playoffs giving us another * season.
Give us shift strong, shift weak or center. Otherwise fix the offensive line blocking code to handle more dynamic situations like we are seeing.
Sincerely,
Concerned loyal Customer
Originally posted by tpaterniti
Good explanation. I am sure the OP will now go create another thread about it since the MO seems to be when refuted, stop posting in that thread and make another thread.
Originally posted by Bort
It wasn't really as much of an issue last season. Most of the problems occurred after the "speed boost after shedding block" update. I've been working through that, but since it is not reproducible every single time you run a play, it's not as easy to make adjustments and see their impact immediately.
Originally posted by Bort
It's mostly stacking speed boosts from multiple break blocks in a row. My once-per-tick update earlier in the season curbed it some when it's done via tunnel vision, but I might need to extend it to all speed boosts from blocking, or put a lower cap on the velocity at which the defender can move.
Originally posted by Bort
Originally posted by Deathblade
Is it just a speed boost or speed and agility boost? If it's both, wouldn't it cause an escalating effect? Broken block -> Higher chance of broken block +speed -> broken block -> even higher chance, with higher speed, etc etc
It just extends their velocity vector. Doesn't affect the attributes.
Originally posted by Change Log:
July 19, 2009
- Fix to line blocking target selection order, to better block some exploitative "bunched" D line lineups, and make sure OT's do not try to block a DE coming from the opposite side.
- Fix to "fallback" option on man coverage via DPC, to make sure players who are set to blitz actually blitz.
Edited by 5STAR on Jul 19, 2009 15:19:03
Edited by 5STAR on Jul 17, 2009 21:53:54
Edited by 5STAR on Jul 16, 2009 17:30:40
Edited by 5STAR on Jul 16, 2009 17:26:00
Edited by 5STAR on Jul 16, 2009 17:14:03