Momentum / inertia / flat footing defenders

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  • iaxy
    Rookie
    • Aug 2005
    • 273

    #1

    Momentum / inertia / flat footing defenders

    These are all crucial elements of real hockey (well, any sport, but especially hockey).

    If you are skating with momentum and receive a pass at your maximum velocity, physics suggest that you would be able to get separation from a skater who is not moving or moving in the opposite direction. It's called momentum or inertia and it is bound to leave the other skater flat footed.

    But this is not very well implemented in the game. All players skate at the same speed and momentum seems to not exist.

    What sliders are you tweaking to accentuate momentum and inertia?

    I have reduced the acceleration slider and increase the skating speed slider, but I am not convinced of the results. I have also tried to lower the back skate speed slider, but that doesn't seem to make any difference whatsoever (even when set at 0).

    Would be interested in the community's opinions on this....
  • Al_Tito13
    MVP
    • Sep 2010
    • 1167

    #2
    Re: Momentum / inertia / flat footing defenders

    To achieve what you are trying to do, starting from all default values in the Skating section, you may try increasing Puck Carrier Skating while lowering Player Acceleration and Skating Agility.
    Last edited by Al_Tito13; 10-04-2019, 09:33 AM.

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    • johnnydrum
      Pro
      • Sep 2009
      • 745

      #3
      Re: Momentum / inertia / flat footing defenders

      Hiya AL-Toti....Thanks for all your help & work.
      Could you just recap and give an example of what you are explaining to Iaxy?
      I am trying to make the game much "grittier" so play on Speed 0....but at the same time want to see separation...

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      • Al_Tito13
        MVP
        • Sep 2010
        • 1167

        #4
        Re: Momentum / inertia / flat footing defenders

        He wanted skating momentum to be more important and wanted to see more flat footed defensemen. So…

        Player Acceleration, Skating Speed and Skating Agility affect all players on the ice. On the other hand, Puck Carrier Agility and Puck Carrier Skating are used to lower these aspects for the puck carrier only, meaning that with both these sliders at 100, players with and without the puck will be exactly the same.

        What I suggested him was to lower Player Acceleration (ability to accelerate from a stand still position) and Skating Agility (ability to turn). At the same time, I suggested him to increase Puck Carrier Skating to minimize the difference between player with the puck compared to those without it.

        It will eventually do what he wants, only a matter of gauging how much he wants it to be prominent. Going by 5 clicks at a time until you find the good spot for you seems like the ideal way to go.

        As for grittier play, board play and checks/bumps, the two most important sliders for me are Stumble Threshold and Incidental Contact Effect. Increasing these two sliders will definitely improve the physical aspect of the game and also help breaking the kind of bubble surrounding the puck carrier, which sometimes would make him simply bounce through checks and be able to continue like nothing happened. That's something I hate and these sliders help a lot in that matter.
        Last edited by Al_Tito13; 10-06-2019, 12:29 PM.

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        • johnnydrum
          Pro
          • Sep 2009
          • 745

          #5
          Re: Momentum / inertia / flat footing defenders

          AlTito...You are a star!
          Thank you!
          So want this game to work.

          If I can take a little more of your time, I am still really struggling with the PASSING, and wondering if I am completely mis reading the sliders....
          (Playing as the Caps, on the PP I can not (for the life of me) get the puck to Ovie for the One timer...)

          [PASS INTERCEPTIONS]- "..the likelihood that a player will intercept a nearby pass..."
          CPU 10
          HUMAN 68
          Now am I reading this right, so if I have mine @ 68, and the CPU @10, does that mean that the HUMAN @ 68 is going to be picked off /intercepted more that the CPU @10?
          Or does it mean that the Human @68 is going to INTERCEPT MORE than the CPU @10???

          Thanks again buddy

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          • Al_Tito13
            MVP
            • Sep 2010
            • 1167

            #6
            Re: Momentum / inertia / flat footing defenders

            Human at 68 is going to intercept more than the CPU at 10.

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            • drstriker15
              Rookie
              • Apr 2011
              • 69

              #7
              Re: Momentum / inertia / flat footing defenders

              Originally posted by Al_Tito13
              Human at 68 is going to intercept more than the CPU at 10.
              In theory that's correct but I have the cpu interceptions at 0 and human at 100 and the cpu still intercepts at will.

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