09-16-2021, 03:36 AM
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#6
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Dead!
OVR: 45
Join Date: Aug 2002
Location: Culver City, CA
Posts: 20,951
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Re: Fatigue??
As part of adding the progressive fatigue feature into Franchise, Tiburon made in-game fatigue within a single Franchise game more forgiving. It's possible that in Preseason Week 1, your players simply are not accumulating enough fatigue in a single game to trigger the auto sub-out (default RB Auto Sub Out is 60).
On default settings, offensive skill position players don't appear to accumulate much if any in-game fatigue by just executing a play; you have have sprint, catch a pass, use ball carrier moves, break tackles, and get tackled to accumulate fatigue. I can easily see offensive linemen definitely accumulate fatigue without touching the ball, so I assume executing a block counts as well.
During the next game you play, keep an eye on Cook's fatigue before every carry. You can retrieve an exact 0-100 value for Cook's fatigue presnap using the Matchup Stick (L2 + point Left Stick southwest / down and left on PS5).
I just created a test Franchise this evening to test this out; all default settings, Simulation game style, Rookie difficulty (because lol). I was able to get Cook to spell out the game on default settings by calling Stretch and spamming the hell out of the ballcarrier skill moves on my first five offensive plays. Continuing to spam stretch runs and skill moves, Cook could not recover above 86% stamina at the start of the 3rd quarter at which point I had spammed him 30 carries. After his 37th carry unnecessarily sprinting and juking around, he "disappeared" for the rest of the game, so presumably his max stamina fell below the default RB Auto Sub In value of 80. At the start of Preseason Week 2, Cook is "slightly fatigued" on the Player Card and is the only player on my offense with any accumulated progressive fatigue, and he recovered -12 Fatigue following Weekly Training.
Last edited by CM Hooe; 09-16-2021 at 03:41 AM.
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