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Coach Skills & It's Direct Impact On AI

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Old 08-09-2014, 01:00 AM   #41
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Re: Coach Skills & It's Direct Impact On AI

Interesting stuff. Have you tinkered with the editor at all? There are different 'Offensive styles' (0-4) for coaches. I noticed the Option teams had style 3.
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Old 08-09-2014, 11:09 AM   #42
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Re: Coach Skills & It's Direct Impact On AI

So your saying to use the coaching tree to make the game play better? Both for you and the AI?
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Old 08-14-2014, 10:40 AM   #43
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Re: Coach Skills & It's Direct Impact On AI

This is some great stuff here. I'm waiting on the NCAA 2015 rosters to be completed before I start playing the game again. When I do start up a new dynasty, I want to make sure it is as realistic as possible with sliders, settings, rosters and now Coach Skills. If it means learning how to use the Dynasty Editor, so be it. Thanks for this and any info on how you set up your game would be greatly appreciated!
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Old 08-15-2014, 11:37 AM   #44
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Re: Coach Skills & It's Direct Impact On AI

Hey skillz I think the Elusiveness rating works it's just more apparent to the QB 's in the pocket

If I recall correctly in NCAA 11 I was able to get pocket QB's to move around and avoid sacks with the elusiveness rating.

It is also tied into the Tackle slider where if set up properly you'll decrease the tackle radius of the defenders and the QB can make some nice escape animations.

Here's an example in NCAA 14 when I lowered the tackle slider down some more just for testing purposes...

Wake Forest QB buying time in the pocket without taking off and running...
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Old 08-18-2014, 08:29 PM   #45
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Re: Coach Skills & It's Direct Impact On AI

Quote:
Originally Posted by Gotmadskillzson
For you guys who like to tinker with ratings, here is a treat for you.

The type of trajectory a CPU QB will throw is based on strength, awareness and throw power. Strength is the KEY factor in trajectory. Without a good amount of strength, it won't matter how high you have throw power or throw accuracy, you will not get the proper trajectory.

So I will quickly breakdown how it all ties together.

1. Strength - opens up the different types of trajectories, which there are quite a lot of and it depends on the distance of the target area. This is the key physical rating for QBs and how their AI performs.

2. Awareness - Decides what is the best way to get the ball to the target area. However the decision is limited to the amount of strength that QB has. So even though their decision might want to throw it a certain way, if they don't have the strength to pull it off, you will end up with one of those funky looking arcs on the ball that doesn't fit the situation.

3. Throw Power - Despite the name POWER in the words Throw Power, this rating doesn't control the power of the ball at all. What is really controls is the speed of the throw. In reality in this game, you can give a QB 40 throw power and they can still throw the ball 65 yards down the field. Only difference is the ball will take longer to get there.

4. Throw Accuracy - Does what it says to a degree. It gets the ball in the general area of your intended target. However, accuracy is heavily dependent on strength because strength determines the types of trajectories that can be thrown.


In a nutshell of how QB AI logic works on pass plays:

Awareness rating sees what is happening around the QB. Sees a WR open, uses awareness to determine what is the best way to get the ball to the WR. AI checks strength rating to see if they can pull off what they want to do. If not enough strength, they will choose the next best trajectory that they can actually pull off or they will choose a closer more wide open target that is safer to throw to.

What you will see happening more on a consistent basis are QBs hitting WRs in stride, more throws with just enough arc to go over a defender's head. Just way more variety in trajectories and more pass attempts in tighter areas and not just throws to a guy that is wide open.

So high how of a strength does a QB need ?

To unlock all the type of trajectories possibilities between up 60s to low 80s. KEYWORD being possibility. Because a QB would also need high awareness to even reach the decision to use it.
Gotmadskillz, do you think Strength has any effect on Punters or Kickers? This may effect pooch punts or hopefully (fingers crossed) getting a blocked punt or kick.
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Old 08-19-2014, 02:20 AM   #46
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Coach Skills & It's Direct Impact On AI

This is awesome stuff. I'm glad you confirmed what I thought about pursuit rating making players run faster than their spd rating. I actually lowered pur to be no higher than the spd rating for each player a while back. It really made a difference in DL players playing more realistic. They no longer could catch a fast back from behind. It also made LB's pursue more realistic and take better angles because they didn't get the speed boost and get there too fast.

Love the QB ratings info and coaching skills stuff. I'm going to have to do some roster and coaching adjustments tomorrow.
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Old 08-19-2014, 06:35 AM   #47
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Re: Coach Skills & It's Direct Impact On AI

Check it out Skillz......I love your QB findings and I started to add my own little wrinkles to gameplay by reducing the tackle & run defense slider to open up the special teams

Willie Gault of the CPU 100 uard Kickoff return


John Stone almost breaks it


Joe Hamilton comes out the backdoor


Kliff Kingsbury 60 strength, 76 Throw Power + 90 Accuracy


Same guy Kingsbury rated as a Pocket Passer buying time in the pocket
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Old 08-19-2014, 08:38 AM   #48
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Re: Coach Skills & It's Direct Impact On AI

That kick return by Gault is a thing of beauty.I just sit here and watched it 5 times.
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