Originally posted by ImTheScientist
Why after 4 years does this much need to be done?
Apr 16, 2012
- (9am patch) Increased vision check difficulty for QB to get rid of the ball early due to an incoming defender
- (9am patch) Added a couple more instances where pocket presence can help avoid a bad throw when hurried
- (9am patch) Added a hurry effectiveness bonus for heavier, stronger players and players with better tackling
- (9am patch) Increased effect of hurries on potential for bad passes
- (9am patch) Fixed issue where a hurry was sometimes credited to a defender who was not the best choice for the hurry credit, or when no hurry should really have been credited
- (9am patch) Decreased QB initial target lock on time slightly back down
- (9am patch) Added a possible vision check for screen pass target man defenders to allow him to recognize the play and not get beat by going too far inside
- (9am patch) Fixed some blocking/chipping selection/positioning bugs on screen plays
- (9am patch) Fixed incorrect pulling guard on Strong I HB Screen Left play
- (9am patch) Fixed bug where a slower QB could be pressured into throwing early in the play by a nearby lineman who hadn't been blocked yet
- (9am patch) Slightly raised top-end acceleration back up
- (9am patch) Fixed bug causing bad passes near the sidelines to sometimes be thrown to coordinates (0, 0)
Apr 13, 2012
- QB pressure values increased so he'll throw sooner when having an unblocked defender coming at him. This was previously too low, causing too few hurries and too many sacks.
- QB release time on long passes made 1 tick shorter
- Increased chance of encroachment a little based on player's speed/acceleration and pass rush aggressiveness
- Snap jump reaction vision check requirements increased, and checks are now harder the further the blitzer is from the C.
- Tightened player acceleration values slightly, to make the lower end a little higher, and the upper end a little lower, resulting in more realistic player movement
- Added an new internal method to better deal with specific "exploit blitz" situations when normal blocking logic doesn't pick them up as desired, and added a couple of special cases vs CB blitzes
- Improved/adjusted the vision cones for outside lead blockers to better pick up defenders when going outside the box
- More adjustments made to HB/FB pass block positioning. They are now better at cutting off outside blitzes and don't float around as much.
- Reverse pancake chance bumped slightly in general
- Added an additional pancake/revcake bonus and additional breath loss bonus when a heavy player blocks a much lighter player (i.e. CB vs OT or G)
- Cut block likelihood reduced a bit, and the Balance skill now works to counter it.
- Fall down prone base time reduced a little
- Defender reaction checks to incoming pass made easier, improving chances of moving into position after ball is thrown instead of moving away
- QB will lock onto first target a couple ticks longer
- Increased difficulty of breaking/slipping blocks outside the box (outside runs)
- Increased difficulty of breaking/slipping blocks on kickoffs/punts
- Increased non double team time based pass block decay. Pocket should collapse faster when one-on-one blocking
- Adjusted for more "big swat" chance on multi-defender catches, so the ball is more likely to get tipped away from a possible juggle catch.
- Fixed bug #549 - defensive timeout not called when team is kicking field goal (will now call timeout vs field goal if <= 100 seconds left)
- Fumbles may no longer be recovered on the same tick they are dropped
- Fixed bug where fumble recover would always fall down when getting the ball instead of having a chance to pass an agility check and stay standing
- Fixed bug #797 - QB's leading receivers out of end zone
- Fixed bug where TEs pass block settings would be improperly applied on screen plays
- Fixed bug #727 - Kicker not used on preset depth chart if left off
Bort leg swept you.
Why after 4 years does this much need to be done?
Apr 16, 2012
- (9am patch) Increased vision check difficulty for QB to get rid of the ball early due to an incoming defender
- (9am patch) Added a couple more instances where pocket presence can help avoid a bad throw when hurried
- (9am patch) Added a hurry effectiveness bonus for heavier, stronger players and players with better tackling
- (9am patch) Increased effect of hurries on potential for bad passes
- (9am patch) Fixed issue where a hurry was sometimes credited to a defender who was not the best choice for the hurry credit, or when no hurry should really have been credited
- (9am patch) Decreased QB initial target lock on time slightly back down
- (9am patch) Added a possible vision check for screen pass target man defenders to allow him to recognize the play and not get beat by going too far inside
- (9am patch) Fixed some blocking/chipping selection/positioning bugs on screen plays
- (9am patch) Fixed incorrect pulling guard on Strong I HB Screen Left play
- (9am patch) Fixed bug where a slower QB could be pressured into throwing early in the play by a nearby lineman who hadn't been blocked yet
- (9am patch) Slightly raised top-end acceleration back up
- (9am patch) Fixed bug causing bad passes near the sidelines to sometimes be thrown to coordinates (0, 0)
Apr 13, 2012
- QB pressure values increased so he'll throw sooner when having an unblocked defender coming at him. This was previously too low, causing too few hurries and too many sacks.
- QB release time on long passes made 1 tick shorter
- Increased chance of encroachment a little based on player's speed/acceleration and pass rush aggressiveness
- Snap jump reaction vision check requirements increased, and checks are now harder the further the blitzer is from the C.
- Tightened player acceleration values slightly, to make the lower end a little higher, and the upper end a little lower, resulting in more realistic player movement
- Added an new internal method to better deal with specific "exploit blitz" situations when normal blocking logic doesn't pick them up as desired, and added a couple of special cases vs CB blitzes
- Improved/adjusted the vision cones for outside lead blockers to better pick up defenders when going outside the box
- More adjustments made to HB/FB pass block positioning. They are now better at cutting off outside blitzes and don't float around as much.
- Reverse pancake chance bumped slightly in general
- Added an additional pancake/revcake bonus and additional breath loss bonus when a heavy player blocks a much lighter player (i.e. CB vs OT or G)
- Cut block likelihood reduced a bit, and the Balance skill now works to counter it.
- Fall down prone base time reduced a little
- Defender reaction checks to incoming pass made easier, improving chances of moving into position after ball is thrown instead of moving away
- QB will lock onto first target a couple ticks longer
- Increased difficulty of breaking/slipping blocks outside the box (outside runs)
- Increased difficulty of breaking/slipping blocks on kickoffs/punts
- Increased non double team time based pass block decay. Pocket should collapse faster when one-on-one blocking
- Adjusted for more "big swat" chance on multi-defender catches, so the ball is more likely to get tipped away from a possible juggle catch.
- Fixed bug #549 - defensive timeout not called when team is kicking field goal (will now call timeout vs field goal if <= 100 seconds left)
- Fumbles may no longer be recovered on the same tick they are dropped
- Fixed bug where fumble recover would always fall down when getting the ball instead of having a chance to pass an agility check and stay standing
- Fixed bug #797 - QB's leading receivers out of end zone
- Fixed bug where TEs pass block settings would be improperly applied on screen plays
- Fixed bug #727 - Kicker not used on preset depth chart if left off
Bort leg swept you.


























