Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 08/29/2018 in all areas

  1. Welcome aboard bro. Glad to have you on board. Also right now we have 8 official entrants with 4 more making sure this date is available. In no time we will be at 12. Prize structure for 12 players 1000 1st 500 2nd 150 3rd 150 winner of group play With 14 1200 1st 600 2nd 150 3rd 150 winner of group play With 16 1400 1st 700 2nd 150 3rd 150 winner of group play. With 18 1500 1st 750 2nd 150 3rd 150 winner of group 1 150 winner of group 2 With 20 1600 1st 800 2nd 300 3rd 150 winner of group 1 150 winner of group 2 With 22 1750 1st 900 2nd 350 3rd 150 winner of group 1 150 winner of group 2 With 24 1900 1st 1000 2nd 400 3rd 150 winner of group 1 150 winner of group 2 Please note that is subject to change based on your opinion. Feel free to post, email or text me. Also I forgot with 18 or more we will have two groups and two prizes for group winner. Also if we get 18 or more the top 9 players will be in group 1 and group 2 the rest of the field.
    1 point
  2. Matt Vogt says you should have a Mario Paint Tournament
    1 point
  3. Good question Toolie. My basic answer is more games and more challenging games. Luck plays a roll in tecmo. I feel the low and high end teams luck can mean as much if not more than ability. I feel this happens more often with these matchups than in the rest of matchups. Also I'm hoping that by the semifinals or finals competitors will be out of there individual comfort zone as far as matchups goes. Banning several matchups helps along with the restriction of once you play in a matchup you can't play in it again. The cool thing is in the satellite I realized that this restriction can be used to save matchups. Everyone advances. So if you call a chi vs buf, phi vs hou, sea vs GB and so on. You preserve matchups for the elimination rounds. Since odds are the matchups against restricted teams will be less likely in elimination games.
    1 point
  4. Just had the trophy's come in. Also the pimp outfit for the winner. A little extra bling with a champion ring as well.
    1 point
  5. Best deals I found on nearby hotels. Most of these are in the same area off Cumberland about a mile from O'Hare and 4-7 miles from the tourney. I know of a cheaper motel 6's around 60 to 80 that would be a 30 min drive around Lombard, Naperville area.
    1 point
  6. The following are the actual meanings of Tecmo's Attributes, from my vast experience in playing the game: Running Speed: a player's acceleration Rushing Power: a player's initial velocity Maximum Speed: a player's maximum velocity Hitting Power: a player's ability to knock down an opposing player Body Balance: a player's ability to avoid an opposing player without changing direction and stay on his feet in inclement weather Agility: a player's ability to maintain his velocity while changing direction, his likelihood to jump to avoid a diving opponent, and his likelihood to jump/dive to catch a passed ball Passing Speed: velocity of a thrown ball (when "B" is held - any QB can loft a pass) Passing Control: the inverse likelihood of a "lame duck" pass, and consequently the likelihood of a pass to be caught by its intended receiver Passing Accuracy: a passer's ability to hit a receiver in stride or to hit a covered receiver Avoid Rush: a CPU-controlled passer's likelihood to scramble, and the ability to avoid batted down passes Coolness: a CPU-controlled passer's ability to maintain his *other* passing stats in the face of pressure, and the inverse likelihood that a passer will scramble Ball Control: inverse likelihood of fumblitis Receptions: ability to catch a passed ball Interceptions: ability to catch a passed ball Quickness: A player's ability to react to a play - the likelihood of successfully defensing a play (i.e. avoiding a block, hitting a ball carrier, defensing a pass); note this is not the same as making a tackle Kicking stats are for kickers. I don't kick. Some notes on the above: Passing Accuracy and Passing Control coupled with Receptions and/or Interceptions determine whether a passed ball is actually caught - both involved players' (or all three, when the receiver is tightly covered) abilities "make a roll". Quickness is most easily observed by choosing a human-vs-human game, and having the defensive player be a DB. Have the offensive player pass to a receiver ostensibly covered by said DB, but have the DB out of position. When the ball is thrown, attempt to cover the receiver and defend the pass. If using a ROM, it should be possible to edit the DB's Quickness attribute and replay the exact sequence - the higher Quickness should result in a quicker response to the change in direction, and should also result in a smaller Agility hit. Whether Body Balance or Agility control a player's likelihood to jump is neither here nor there - Body Balance clearly controls the spin, and jumping is overrated (and usually results in landing on the diving player). Logically, Agility should control jumping, and previous evidence seems to support that. Some implications: RP blends well with HP. A player with good stats in both categories should be able to knock virtually anyone down. DLs, LBs, and even S need both to be high (though HP should be higher). High RS and RP can negate a low AGI. PS is useless without PA. PA is useless without PC. QBs don't need RP or AGI - they are gifted with RS bonuses, and seem to have an inherently high AGI, regardless of the attribute (though higher is still noticeably better). QBs also don't need much in the way of BB - as with AGI, they seem to have an inherently high BB (though, again, higher is better). Also, a higher BB QB has less of a tendency to slip in inclement weather. BB trumps HP for any RB. Many will deny this, but it is true. HP remains important, but for "agile" ball carriers (RBs, WRs), BB is the stat that matters. AR and COOL are essentially ineffective for MAN teams. The actual passing attributes are by far the more important. ---------------------------- Which leads to proper custom player creation (discounting obvious attributes such as BC, REC): QB: high PC, PA, PS - in that order. HB: high MS, RS, RP, BB, AGI - in that order (though, the higher the RP, the lower RS can be). WR: high MS, RS, BB, AGI - in that order. TE/FB: high HP, RP, MS, BB - in that order. OL/DL: high HP, RP - in that order. LB: high HP, RP, MS, AGI, RS, QUI - in that order (these are the most important defensive players) CB: high MS, AGI, RS, INT, QUI - in that order S: high MS, HP, AGI, RS, QUI, INT, RP - in that order Many will disagree, and I allow that, but these player creation methods are tried and true - hundreds and hundreds of seasons - and they have provided the most success. Certainly, there is room for specialization (which is why CBs are distinct with respect to S) - I tend to include different personality traits into my custom players just to make things interesting - but on the whole these guides are true. Clearly, there are no ratios or numbers, so you can also account for forecasted improvements, or tweak the model one way or the other (adding my quirks, or creating an Ironhead-on-Steroids, etc.). Also, although I've listed attributes in descending order of importance, some (indeed, many) can be considered equally important to the previously listed attribute - it is not a scale, per se, but a basic guide. Enjoy. -- pi hole
    1 point
×
×
  • Create New...