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Old 10-26-2024, 09:25 AM   #9
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Re: Anybody else seeing this?

Have hated that the last 2 minutes haven't had accelerated clock run off for the last 20 years. Now it functions properly.

Finally.


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Old 10-26-2024, 11:04 AM   #10
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Re: Anybody else seeing this?

So glad this is finally fixed.


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Old 10-26-2024, 02:15 PM   #11
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Re: Anybody else seeing this?

Quote:
Originally Posted by kehlis
So glad this is finally fixed.


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I'm glad it's fixed, but I just watched a CPU vs CPU game that ended with West Virginia not running to the line to spike it to line up for a 37 yard field goal that would have sent the game to OT. They simply just let the clock run out. That's rather unfortunate that the logic just crapped the bed.

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Old 10-30-2024, 10:01 AM   #12
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Re: Anybody else seeing this?

Quote:
Originally Posted by redsfan4life
Yes this is now done correctly. Before you could just go to the menu and get the FG team on nearly instantaneously which is extremely unrealistic.
That's no different from the rest of the game where you change formation and players and it happens immediately.
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Old 10-30-2024, 10:13 AM   #13
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Re: Anybody else seeing this?

Quote:
Originally Posted by tessl
That's no different from the rest of the game where you change formation and players and it happens immediately.


With accelerated clock, they don’t change immediately. That’s kinda the whole point of the runoff.

If you’re talking about no huddle, you can’t change players, so no one is running on or off the field and it absolutely takes time for the players to run around to new spots on the field if you change formations.
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Old 10-30-2024, 10:21 AM   #14
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Re: Anybody else seeing this?

Quote:
Originally Posted by BallinVol
I'm glad it's fixed, but I just watched a CPU vs CPU game that ended with West Virginia not running to the line to spike it to line up for a 37 yard field goal that would have sent the game to OT. They simply just let the clock run out. That's rather unfortunate that the logic just crapped the bed.

This sounds similar to how the game operated in the past. In 14 the CPU would refuse to use their last timeout on offense unless there was 5 seconds or less in the game when the player was tackled. Tackle the player with 6 -- 10 seconds remaining and the offense drains the clock and loses. They have gotten a little better in clock management in this version. Hopefully we will continue to see improvement in this area in the future.
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Old 10-30-2024, 10:43 AM   #15
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Re: Anybody else seeing this?

Quote:
Originally Posted by BallinVol
I'm glad it's fixed, but I just watched a CPU vs CPU game that ended with West Virginia not running to the line to spike it to line up for a 37 yard field goal that would have sent the game to OT. They simply just let the clock run out. That's rather unfortunate that the logic just crapped the bed.


I saw a similar clock management issue recently that I’m fairly sure didn’t happen in this scenario prior to the patch. I had the ball on 3rd down with less than 30s left in the 2nd quarter and didn’t get the 1st down. Rather than calling a timeout to stop the clock (they had 3) they let me run the time down to 2s before I called timeout and kicked a FG to end the half.
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