Well, it only took me 1 game to see that casual still doesn't have a time out plan for end of half....
OK, no link to the private sim....but I'll find some real games.....
Get the ball outside of 2 minutes, get the ball deep into opponent territory, but only call 1 time out and kick a FG...... inside the 5 yard line
Aug 8, 2012
- Adjusted timeout logic for first half to call timeouts later in general, and for a couple missing situations
Red River Rampage 2:37
2:37 Kickoff by A Good Day to Die Hard, 50 yd, fielded by Enrique Rosado (27.5 yd return) [diving tackle: Skippy Munrow]
2:29 1st & 10 OWN 48 RRR Zackary Childers pass to s30 RRR WR up the left side, caught (8.5 yd gain) [diving tackle: They Have an Army We Have a Hulk]
2:00 2nd & 1.5 OPP 43.5 RRR Zackary Childers pass to RRR_Ekko Triangle up the right side, caught (7 yd gain) [tackle: Abraham. Lincoln]
1:21 1st & 10 OPP 36.5 RRR Zackary Childers pass to SOLID WASTE OF FLEX DOWN THE JOHN KAPA'A up the right side, caught (9 yd gain) [tackle: I am a Leaf on the Wind... Watch How I Soar]
0:45 2nd & 1 OPP 27 RRR Zackary Childers pass to RRR Leroy Aldrich up the right side, caught (16 yd gain) [diving tackle: Marques Foss]
0:37 1st & 10 OPP 11.5 Offensive Timeout Called: Red River Rampage
0:37 1st & 10 OPP 11.5 RRR Zackary Childers pass to RRR Nicolas Funk up the right side, caught (5.5 yd gain) [tackle: Jerry Roush]
0:01 2nd & 4.5 OPP 5.5 22.5 yd field goal attempted by RRR Kasey Holley, made [FG]
Since the thread is locked for admin review, I can't add additional comments.....so I'll edit into here.
This private sim that a link can't be posted for is one that concerns me, it this is working as expected. Yes, we had a 1 point lead going into half...so we play for a FG from the 5.5 yard line with around 30 seconds to play (37 sec to start the last offensive snap)?
We end up losing the game by 4 points.
I understand there is a fine line between scoring with too much time on the clock and allowing the opponent time to score again, and not taking timeouts early enough, but what exactly is the sequence that allows 3 timeouts to be taken when getting close to scoring a TD at the end of the half?
In competitive games, this will be happening more often and will be a factor in deciding games.
Originally posted by Rikkhen
The team with the ball was ahead going into the half. That may have something to do with it but i am not sure. Example #2 diod call the TO when you got into fg range. Example #3 was almost the same. Was ahead going into the half.
Let's take a look at this....
- from example 2 - the timeout was NOT called when the team completed a 37 yard pass to the 17 yard line....waited until next play was over with 11 seconds to call a to.
- Charlestown was BEHIND at the half, end up losing by 1....kicked a FG at end of half after having the ball on the 17 with >45 seconds left...running only 2 more plays?
I'm not sure how this is working as intended.....
OK, no link to the private sim....but I'll find some real games.....
Get the ball outside of 2 minutes, get the ball deep into opponent territory, but only call 1 time out and kick a FG...... inside the 5 yard line
Aug 8, 2012
- Adjusted timeout logic for first half to call timeouts later in general, and for a couple missing situations
Red River Rampage 2:37
2:37 Kickoff by A Good Day to Die Hard, 50 yd, fielded by Enrique Rosado (27.5 yd return) [diving tackle: Skippy Munrow]
2:29 1st & 10 OWN 48 RRR Zackary Childers pass to s30 RRR WR up the left side, caught (8.5 yd gain) [diving tackle: They Have an Army We Have a Hulk]
2:00 2nd & 1.5 OPP 43.5 RRR Zackary Childers pass to RRR_Ekko Triangle up the right side, caught (7 yd gain) [tackle: Abraham. Lincoln]
1:21 1st & 10 OPP 36.5 RRR Zackary Childers pass to SOLID WASTE OF FLEX DOWN THE JOHN KAPA'A up the right side, caught (9 yd gain) [tackle: I am a Leaf on the Wind... Watch How I Soar]
0:45 2nd & 1 OPP 27 RRR Zackary Childers pass to RRR Leroy Aldrich up the right side, caught (16 yd gain) [diving tackle: Marques Foss]
0:37 1st & 10 OPP 11.5 Offensive Timeout Called: Red River Rampage
0:37 1st & 10 OPP 11.5 RRR Zackary Childers pass to RRR Nicolas Funk up the right side, caught (5.5 yd gain) [tackle: Jerry Roush]
0:01 2nd & 4.5 OPP 5.5 22.5 yd field goal attempted by RRR Kasey Holley, made [FG]
Since the thread is locked for admin review, I can't add additional comments.....so I'll edit into here.
This private sim that a link can't be posted for is one that concerns me, it this is working as expected. Yes, we had a 1 point lead going into half...so we play for a FG from the 5.5 yard line with around 30 seconds to play (37 sec to start the last offensive snap)?
We end up losing the game by 4 points.
I understand there is a fine line between scoring with too much time on the clock and allowing the opponent time to score again, and not taking timeouts early enough, but what exactly is the sequence that allows 3 timeouts to be taken when getting close to scoring a TD at the end of the half?
In competitive games, this will be happening more often and will be a factor in deciding games.
Originally posted by Rikkhen
The team with the ball was ahead going into the half. That may have something to do with it but i am not sure. Example #2 diod call the TO when you got into fg range. Example #3 was almost the same. Was ahead going into the half.
Let's take a look at this....
- from example 2 - the timeout was NOT called when the team completed a 37 yard pass to the 17 yard line....waited until next play was over with 11 seconds to call a to.
- Charlestown was BEHIND at the half, end up losing by 1....kicked a FG at end of half after having the ball on the 17 with >45 seconds left...running only 2 more plays?
I'm not sure how this is working as intended.....
Edited by im4ut999 on Aug 11, 2012 15:03:59
Edited by Catch22 on Aug 11, 2012 14:17:51