View Full Version : BUGS in new version
g206029
02-20-2005, 10:07 PM
I heard that the last set of patches dealt with a glitch that some guy in the IHOF was exploiting and getting 26-29 sacks per season. I'm not sure what the fix does but both my teams with 3-4 schemes defense went into the tank (giving up 21-22 points in the 4th quarter of games) and sport the worst rushing and passing defensive rankings. Are the rumors true?
Also, you'll note that starts are now counted in a weird way---the game credits whomever is on the field on the first play as opposed to who is listed at the position in the depth chart---not sure why this changed but It needs to be revisited.
And yes, the debate about utilizing particular players based on percentages is valid. I'm getting pretty frustrated with the limited way I can attack defenses. As a GM you should be able to decide what type of team you're going to have--be it a run first , smash-mouth franschise that features TEs, or a wide open 3WR based Indy type team, or a play-action based attack---you get the picture.
I remember being able build a defense in previous versions ---haven't seen that yet in this last version :(
gstelmack
02-20-2005, 10:17 PM
I heard that the last set of patches dealt with a glitch that some guy in the IHOF was exploiting and getting 26-29 sacks per season. I'm not sure what the fix does but both my teams with 3-4 schemes defense went into the tank (giving up 21-22 points in the 4th quarter of games) and sport the worst rushing and passing defensive rankings. Are the rumors true?
It's no rumor: the change that was documented was rushing the same LB the same way over and over again will lead to the offense countering and become less effective as the game wears on. This means you need to spread your blitzes out a bit more than in past versions.
Also, you'll note that starts are now counted in a weird way---the game credits whomever is on the field on the first play as opposed to who is listed at the position in the depth chart---not sure why this changed but It needs to be revisited.
It's always been that way as far as I can remember.
And yes, the debate about utilizing particular players based on percentages is valid. I'm getting pretty frustrated with the limited way I can attack defenses. As a GM you should be able to decide what type of team you're going to have--be it a run first , smash-mouth franschise that features TEs, or a wide open 3WR based Indy type team, or a play-action based attack---you get the picture.
What problem are you having? There is an ongoing discussion about throwing to the TE downfield, but you can run a 3WR-based Indy-type team but judicious selection of formations and the personnel you slot into them. The game appears to take play-action into account by making the passing attack more effective if you are running the ball well; the defense starts paying more attention to the run. I don't have much trouble setting up the offense the way I want it to, if I pay attention to the game logs and what's working and what's not for my team.
I remember being able build a defense in previous versions ---haven't seen that yet in this last version :(
Defensive gameplanning is definitely interesting. My biggest beef, now that the detailed information is available in the logs, is the lack of connection between choosing run/pass defense and what type of coverage is chosen. I've watched my team pick a 4-deep Zone / watch the Run defense. Or choose "Run" when the offense is in a 5-WR set. Little bits like that have me leaving the Defense mostly up to my scout, as I have not yet figured out how to do better.
But, um, the closest you came to picking out a "bug" is your question about starters. The others are feature requests / changes where you have a beef with the way the game is designed.
cthomer5000
02-20-2005, 11:25 PM
I concur with gstelmack on all counts.
General Mike
02-20-2005, 11:46 PM
Also, you'll note that starts are now counted in a weird way---the game credits whomever is on the field on the first play as opposed to who is listed at the position in the depth chart---not sure why this changed but It needs to be revisited.
Thats how it is in real life. Whoever's on the field on the first play from scrimmage is the starter.
Agree with gstelmack on the defense point, i'm a bit frustratad about setting the defense, can't figure well why things are workin and why not, of course that can be my fault and not a bug, as for bug i underestand something bad programmed.
Chubby
02-21-2005, 09:19 AM
it wasn't a glitch, just something Jim changed (as others have said).
If your giving up 20+ pts in the 4th then you should be looking at your gameplans and not the fixes in the last patch. Even with the reduction in LB sacks, I have the #1 defense in the IHOF so this change only impacts one limited aspect of defense.
MIJB#19
02-21-2005, 09:44 AM
I have the #1 defense in the IHOF so this change only impacts one limited aspect of defense.So you bribed my quarterback to launch a a 99-yard drive from our 1 with 1:30 and no time outs left, trailing by 17 points to kick the Vicksburg Vipers from being the #1 defense...
Celeval
02-21-2005, 09:48 AM
I have the #1 defense in the IHOF so this change only impacts one limited aspect of defense.
Yardage-wise... and that's just because you've played my anemic offense. :-D
Sorry, I've got to go with San Antonio allowing 11.7 per game as the #1 defense in the IHOF.
Chubby
02-21-2005, 10:45 AM
Yardage-wise... and that's just because you've played my anemic offense. :-D
Sorry, I've got to go with San Antonio allowing 11.7 per game as the #1 defense in the IHOF.
Well, the point wasn't so much to determine the best D in the IHOF but to show that the changes in the last patch don't really affect your overall defense that much, just one small aspect of it.
Chubby
02-21-2005, 10:45 AM
So you bribed my quarterback to launch a a 99-yard drive from our 1 with 1:30 and no time outs left, trailing by 17 points to kick the Vicksburg Vipers from being the #1 defense...
Yes I did :D
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