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Showing content with the highest reputation on 04/14/2017 in all areas

  1. https://www.meetup.com/Chicago-Tecmo-Super-Bowl-meetup/ I talked to a few of you guys at Madison about having a monthly get-together and play Tecmo. I also put it on Meetup as I had a friend use it successfully to gather a lot of traffic for his group. Anyways if you live near Chicago or just want to come we will be having our first Meetup in the first or second week of May. Right now we are shooting for a ride, wed or Thurs night. 6 to 10. Tom has a potential location that we can use and we will confirm an exact date. If your interested and can bring equipment send me an email to [email protected]. Also if you have any questions. Also take a moment to sign up for the group on MeetMe. That will help recruit new people.
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  2. First in-game screenshot:
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  3. bruddog

    Passing Game Ratings

    More info from jstout. Turns out I was wrong about double coverage. Granted both defenders have to be sufficiently close and deflection is still the most likely outcome. Double coverage: Same equation as 1 defender. It checks the first defender it finds over the receiver (RE to SS order) and does the check. If INT or deflection than it does that. If not, then it checks the 2nd defender it finds (RE to SS order) and then does the check and the result is the final outcome. It doesn't check for more than 2. For a reciever with no defender: It does Pass Control + Reception=total. Then a random number adjust. Possible outcomes Total-1 to (Total/2) and then if 4F or more a catch and if not then dropped. Note: any combination that adds up to 126 in tecmo skill points (ex 63pc 63 rec) will mean your WR should never drop a wide open pass that isn't overthrown or errant. For a 06 pc to 06 rec you would expect a 30% drop rate. A jumping defender with no receiver near him: does Pass Control - Interception=total. Then random number adjust. Possible range = total-1 to total/2. If 0F or more than nothing, if 03 to 0E than a deflection, else an INT Interesting note: this means a db 3 notches higher has a 50% chance of jump picking the qb with no WR nearby. And 4+ notches higher = 100% chance of jump picking with no Wr nearby. A DB 2 notches higher will only be able to deflect. This comfrims a lot of observed theories.
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  4. bruddog

    Passing Game Ratings

    Here is my spreadhseet: http://www.tecmobowl.org/forum/viewtopic. ... 2494#62494
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  5. bruddog

    Passing Game Ratings

    A few interesting numbers from this finding: A tecmo rating combination of PC and REC of 126 (Ex. 63PC and 63REC) is th threshold for which a dropped pass will not occur if the WR is wide open. Every drop in REC or PC results in a 2% increase in the chance the ball will be dropped down to maximum of 30% the ball is dropped with 6PC 06 REC. Another surpising stragegy that comes out of this is the following which is also useful with the 63 63 threshold. A 63 pc 63rec combo is a good target for LB defenders with 19,25 int. You can pass without fear of INT and get a catch 42-44% of the time. I worked up a spreadhseet i can share which will calculate the percantages of deflection %, catch %, and INT% based on the tecmo rating. HSTL based on average values: Deflect 66% Catch 23% INT 11% WTL based on average values: Defelect 70% Catch 12% INT 18% These numbers ring very true to me. We've seen about a 3% increase in INT% and about a 4-5% decrease in completion %. Based on these theoretical values it looks like people throw into coverage on average about 50% of the time.
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