So if you guys have gotten the chance to look at the recent sim games, you may have realized that Bort has recently updated the pass blocking code. It's really neat, and still has a good bit of work to do but some of us testers have gotten a chance to run it with our teams. Bort put it the best way to describe the new block mechanics:
Originally posted by Bort
I have been working on an entirely new pass blocking dynamic. More "latching on," less "bouncing." I am not sure if I like it or not yet.
As of now, with it being new, there are a few little buggies, but nothing huge. With the whole new latch concept, teleporting exploits will be eliminated hopefully, and a just a plain better, all around pass blocking.
My most recent game has just simmed. It's very basic, nothing really out of the ordinary.
► Team Settings
Baltimore Offense
Baltimore's offense consisted of 1 Input set with basic settings, nothing altered. 1 Output that only required the play to be a Pass, out of any formation to any position at any distance.
Columbus Offense
Columbus's offense consisted of 1 Input set with basic settings, nothing altered. 1 Output that only required the play to be a Pass, out of any formation to any position at any distance.
Baltimore Defense
Baltimore's defense was set to just Basic tactics with the following settings:
♦ Base Defense: 4-3
♦ Blitz Percentage: 100%
♦ Run/Pass Defense Percentage: 0%/100%
♦ Zone/Man Defense Percentage: 60%/40%
♦ Short/Medium/Long Percentage: 70%/20%/10%
♦ All DE's are set to +100 (Max Aggressiveness)
♦ All CB's are set to -60 (1.2 yards cushion); Semi Aggressive
Columbus Defense
Columbus's defense was set to just Basic tactics with the following settings:
♦ Base Defense: 4-3
♦ Blitz Percentage: 100%
♦ Run/Pass Defense Percentage: 0%/100%
♦ Zone/Man Defense Percentage: 60%/40%
♦ Short/Medium/Long Percentage: 70%/20%/10%
♦ All DE's are set to +100 (Max Aggressiveness)
♦ All CB's are set to -60 (1.2 yards cushion); Semi Aggressive
► Game Analysis
Game Link:
http://test.goallineblitz.com/game/game.pl?game_id=1406
Good game to watch if you're bored and want to see how the new block code looks like. Random play calling gives you many options to experience the different blitz pickups by the O-Line, which I thought was pretty cool. My next project is to start working on custom D plays that might cause a offensive lineman to ignore the blitzer, but I'll do that another day.
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
With Borts new pass blocking code implemented on the test server, I got a chance to try out the screens with the new code. It’s a big issue that’s being frequently posted on the test forums, so I figured it would be a better time than any to work on it and see what it looks like.
► Team Settings
Baltimore Offense
Baltimore’s offense consisted of three plays ran over and over again:
♦ Shotgun Screen (33%)
♦ Strong I Screen (33%)
♦ Normal I Screen (34%)
Offensive AI was set with 1 Input with basic and general settings to ensure the plays would happen each play. Put the three screens in an Offensive Package and put 1 Output for the 1 Input, being the Screens package.
Columbus Offense
Columbus’s offense consisted of three plays ran over and over again:
♦ Pro Set Screen (45%)
♦ Single Back Screen (45%)
♦ Strong I Screen (10%)
Offensive AI was set with 1 Input with basic and general settings to ensure the plays would happen each play. Put the three screens in an Offensive Package and put 1 Output for the 1 Input, being the Screens package.
Baltimore Defense
Ran a basic defense with the basic tactics and had everything set to normal. Only thing change out of the ordinary was both LDE’s tactics that I set both on -100% (Max Passive).
Columbus Defense
Ran a basic defense with the basic tactics and had everything set to normal. Only thing change out of the ordinary was starting LDE tactics set to +100% (Max Aggressiveness) and backup LDE tactics on 0 (Balanced Tactic).
On a side note: No Repeat Play penalty during the game.
► Game Analysis
Game Link:
http://test.goallineblitz.com/game/game.pl?game_id=1404&mode=pbp
► Thoughts
After watching the game for a good three times fully I’ve come to the understanding that the screens look pretty realistic in a way. They aren’t over powered, but the only thing I’ve seen that made a huge difference between the old pass code and the new, is the ROT blocking path kind of sucks. He fiddles around a lot, stays in a area and “twitches” on my screen. Almost useless if no one is around him.
Examples:
http://test.goallineblitz.com/game/replay.pl?game_id=1404&pbp_id=305005
Here, the play was a nice gain, but the ROT clearly doesn’t know what to do of himself.
http://test.goallineblitz.com/game/replay.pl?game_id=1404&pbp_id=305009
Again, doesn’t know what to do.
http://test.goallineblitz.com/game/replay.pl?game_id=1404&pbp_id=305014
This time the TE does the same as the ROT. One of the few times, but still happens where these guys are completely useless in their position.
http://test.goallineblitz.com/game/replay.pl?game_id=1404&pbp_id=305015
Play right after the one before. Either TE or ROT could’ve gotten to the SS. Both just kind of fidget until the HB is in front of them.
http://test.goallineblitz.com/game/replay.pl?game_id=1404&pbp_id=305022
Again. I can go on with more examples but those are 5 plays in the first quarter alone, last one still having roughly around seven minutes left.
Does the ROT & TE have a special area that they go and can’t leave? Seems like until the HB is in front of them, or no one is near them, the ROT doesn’t want to go block down the field.
Out of the game, Baltimore completed 74/99 of their screen plays with a total of 154.5 yards against the basic defense and only sacked twice.
Columbus, on the other hand, completed only 48/78 passes for a whopping 28.5 yards against the basic defense and sacked three times.
With the new block code, looks like screens are being slowed down a lot. Could be due to the fact that the ROT path block is a tad messed up at this point.
Originally posted by Bort
I have been working on an entirely new pass blocking dynamic. More "latching on," less "bouncing." I am not sure if I like it or not yet.
As of now, with it being new, there are a few little buggies, but nothing huge. With the whole new latch concept, teleporting exploits will be eliminated hopefully, and a just a plain better, all around pass blocking.
My most recent game has just simmed. It's very basic, nothing really out of the ordinary.
► Team Settings
Baltimore Offense
Baltimore's offense consisted of 1 Input set with basic settings, nothing altered. 1 Output that only required the play to be a Pass, out of any formation to any position at any distance.
Columbus Offense
Columbus's offense consisted of 1 Input set with basic settings, nothing altered. 1 Output that only required the play to be a Pass, out of any formation to any position at any distance.
Baltimore Defense
Baltimore's defense was set to just Basic tactics with the following settings:
♦ Base Defense: 4-3
♦ Blitz Percentage: 100%
♦ Run/Pass Defense Percentage: 0%/100%
♦ Zone/Man Defense Percentage: 60%/40%
♦ Short/Medium/Long Percentage: 70%/20%/10%
♦ All DE's are set to +100 (Max Aggressiveness)
♦ All CB's are set to -60 (1.2 yards cushion); Semi Aggressive
Columbus Defense
Columbus's defense was set to just Basic tactics with the following settings:
♦ Base Defense: 4-3
♦ Blitz Percentage: 100%
♦ Run/Pass Defense Percentage: 0%/100%
♦ Zone/Man Defense Percentage: 60%/40%
♦ Short/Medium/Long Percentage: 70%/20%/10%
♦ All DE's are set to +100 (Max Aggressiveness)
♦ All CB's are set to -60 (1.2 yards cushion); Semi Aggressive
► Game Analysis
Game Link:
http://test.goallineblitz.com/game/game.pl?game_id=1406
Good game to watch if you're bored and want to see how the new block code looks like. Random play calling gives you many options to experience the different blitz pickups by the O-Line, which I thought was pretty cool. My next project is to start working on custom D plays that might cause a offensive lineman to ignore the blitzer, but I'll do that another day.
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
With Borts new pass blocking code implemented on the test server, I got a chance to try out the screens with the new code. It’s a big issue that’s being frequently posted on the test forums, so I figured it would be a better time than any to work on it and see what it looks like.
► Team Settings
Baltimore Offense
Baltimore’s offense consisted of three plays ran over and over again:
♦ Shotgun Screen (33%)
♦ Strong I Screen (33%)
♦ Normal I Screen (34%)
Offensive AI was set with 1 Input with basic and general settings to ensure the plays would happen each play. Put the three screens in an Offensive Package and put 1 Output for the 1 Input, being the Screens package.
Columbus Offense
Columbus’s offense consisted of three plays ran over and over again:
♦ Pro Set Screen (45%)
♦ Single Back Screen (45%)
♦ Strong I Screen (10%)
Offensive AI was set with 1 Input with basic and general settings to ensure the plays would happen each play. Put the three screens in an Offensive Package and put 1 Output for the 1 Input, being the Screens package.
Baltimore Defense
Ran a basic defense with the basic tactics and had everything set to normal. Only thing change out of the ordinary was both LDE’s tactics that I set both on -100% (Max Passive).
Columbus Defense
Ran a basic defense with the basic tactics and had everything set to normal. Only thing change out of the ordinary was starting LDE tactics set to +100% (Max Aggressiveness) and backup LDE tactics on 0 (Balanced Tactic).
On a side note: No Repeat Play penalty during the game.
► Game Analysis
Game Link:
http://test.goallineblitz.com/game/game.pl?game_id=1404&mode=pbp
► Thoughts
After watching the game for a good three times fully I’ve come to the understanding that the screens look pretty realistic in a way. They aren’t over powered, but the only thing I’ve seen that made a huge difference between the old pass code and the new, is the ROT blocking path kind of sucks. He fiddles around a lot, stays in a area and “twitches” on my screen. Almost useless if no one is around him.
Examples:
http://test.goallineblitz.com/game/replay.pl?game_id=1404&pbp_id=305005
Here, the play was a nice gain, but the ROT clearly doesn’t know what to do of himself.
http://test.goallineblitz.com/game/replay.pl?game_id=1404&pbp_id=305009
Again, doesn’t know what to do.
http://test.goallineblitz.com/game/replay.pl?game_id=1404&pbp_id=305014
This time the TE does the same as the ROT. One of the few times, but still happens where these guys are completely useless in their position.
http://test.goallineblitz.com/game/replay.pl?game_id=1404&pbp_id=305015
Play right after the one before. Either TE or ROT could’ve gotten to the SS. Both just kind of fidget until the HB is in front of them.
http://test.goallineblitz.com/game/replay.pl?game_id=1404&pbp_id=305022
Again. I can go on with more examples but those are 5 plays in the first quarter alone, last one still having roughly around seven minutes left.
Does the ROT & TE have a special area that they go and can’t leave? Seems like until the HB is in front of them, or no one is near them, the ROT doesn’t want to go block down the field.
Out of the game, Baltimore completed 74/99 of their screen plays with a total of 154.5 yards against the basic defense and only sacked twice.
Columbus, on the other hand, completed only 48/78 passes for a whopping 28.5 yards against the basic defense and sacked three times.
With the new block code, looks like screens are being slowed down a lot. Could be due to the fact that the ROT path block is a tad messed up at this point.