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Tecmonster

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Everything posted by Tecmonster

  1. Here you go. I made three changes to the v9 ROM. I changed Kaepernick's face and skin color, increased his speed to 50, increased his pass speed to 69 and his pass control a couple notches. Alfred Morris was also way underrated after rushing for the second most yards in the NFL this year, with a 4.8 ypc. I jacked his RS up to 75 and increased his MS to 56 (he's not very fast in real life but the 75 RS gives him an advantage at the line of scrimmage over most other RB's). Lastly, I increased R. Wilson's MS to 38. Everybody knows Wilson is fast, but he didn't have nearly the rushing #'s that Griffin and Newton had this year, and Newton's MS is a 44. Wilson's ypc was also not that great among running QB's. RGIII, at a 56 MS, is super fast for a QB and if you go any higher, I think he'll just be too unstoppable. I just finished a season with him and if he wouldn't have been injured for 3+ games, he would've easily led the league in rushing and averaged over 10 ypc. He got hurt in week 15 for me and never came back, and he still finished 3rd in rushing yards and 1st in passer rating, 3rd in passing yards. Drummer did a crazy awesome job with this rom though. Dude has serious skills. NFL TECMO SUPER BOWL XLVII 2013RU9TCPB-modified.nes
  2. Has anyone noticed that, with regard to rushing stats, the game stops counting rush attempts after the 255th rush attempt of a RB's season? Yards and TD's continue to be counted, but not rush attempts so, at a certain point, your yards per carry climbs with every game. I'm using a 32-team rom, but Drummer told me that he thinks it's part of the original game's DNA. If this can't be fixed, then it would be great if we could get a stat extractor for a 32-team game as a work-around for leagues where stats are really important (I have an "MVP Standings" formula that figures yards/rush as part of the equation). Also, has anybody considered a "Home Field Advantage" hack. Maybe adding one notch to each attribute of every home-team player for that game, like a temporary condition uptick on top of any other condition change that would normally happen? Or, if that would be too powerful, maybe the game could randomly choose either home-team offense or defense to get the boost. What do you think?
  3. Interesting, I agree that Pass Accuracy for V6 makes sense. For V7, if Precision is too ambiguous, how about Pass Quality?
  4. Call me Tecstradamus. Any love for Accuracy instead of Completion Pct., and Precision instead of Passing Accuracy? Since all four passing attributes contribute to a QB's completion pct., I think it's still a little misleading to have only one attribute account for completion %. I'm not saying that Accuracy and Precision are perfectly clear either (they're not), but they're the best terms I can think of. From a results perspective, precision (Pass Accuracy) without accuracy (Pass Control) is useless. Same goes with the older TSB definition of Passing Accuracy -- it's worthless if the ball isn't even catchable (which is determined by Pass Control, which is what I propose be renamed Pass Accuracy). Since precision is defined by how sharp your shooting is once a target has been established (in lamen's terms), I think that translates really well to the older TSB definition of Pass Accuracy (or what you have labeled Passing Accuracy in your thumbnail). Damn that reads like a mess. Does it make any sense?
  5. Drummer, I've played about half a season and everything looks great. Has anyone ever considered re-naming the passing attributes to names more relevant? I've been thinking about this and, for instance, in the new game roms now, Pass Control is really equivalent to Accuracy (how close you are to the target). Pass Accuracy, on the other hand, is more equivalent to Precision, to use engineering terms here. Precision being how tight your results (or in the case of TSB, your "throws") are.
  6. Agree on Kaepernick . . . if you don't want to increase the overall 49ers team rating, then I would at least swap A. Smith's MS for Kaepernick's. Kap is faster in real life and is averaging something like 6.8 ypc to Smith's 4.6. In fact, Kap is probably one of the five fastest starting QB's in the NFL. I know you're struggling with the kickoff depth fix right now, but I really appreciate the effort and I think it's worth it. Once you get that done, I doubt there's a better TSB ROM out there.
  7. I do realize it was part of the original -- that wasn't a complaint about Drummer's rom. I had just forgotten about that issue that was always a sore spot with our group of players. I personally don't think that just because it was in the original, that means it shouldn't be changed. After all, that's what hacking is all about, right? Since I know zilch about hacking though, it's just a thought and it will probably remain that way into perpetuity. Can't wait to see Drummer's new version. Thanks.
  8. For #3, don't forget that the Giants have white in their official colors too. In fact, in their early days, I think they were ONLY white and blue. Maybe just do the triangular cursor in red? For #4, please forgive my ignorance with all these acronyms (I'm getting better at deciphering them every day), but what does "OG" mean? Maybe "original game"? Actually, now that I think about it, that has to be it. One last thing: it's annoying to have a defender waiting on a pass, only to have an offensive player dive on the ground and catch it. It seems like the receiver's chance of catching the ball is actually better if he dives into a waiting DB, then if he is already standing there waiting on it with the DB. I'd like to see to that kind of catch get eliminated -- very unrealistic in how often that kind of play is completed. Also, on a related note, when there are two or even three defenders defending a pass, I believe that the computer probably just calculates what happens by using the BEST defender there, and not by adding all the Interceptions ratings of the two or three of the defenders present. So, I'm just saying that it's also really unrealistic to see completed passes when multiple defenders are draped all over the receiver. Anyone have hacks for this?
  9. I really like it. I've played 4 or 5 of the roms on here and yours and "Preseason" are the best of the lot. I've also been reading the "Hacks" board to see what other currently available options you might implement to make it the best rom available for 2014. Most of the hacks I've read are uninteresting to me, but I do have four recommendations: (1) the "quickness as a coverage" hack, though I think you might have already implemented that one (2) 2 point conversions, though I don't think anyone has completed that one yet (something about a bug if you score a TD at the end of a half). If it can't be done, then it can't be done. (3) very small issue . . . changing the red text back to white in the menu screens. Makes it easier on the eyes and feel more like an "official" game, for some reason to me. (4) big issue (to me). . . editing the rosters to make Running Power a relevant stat on offense. Basically, it amounts to acceleration, right? Well, how about fast RBs (in particular) who aren't very good RBs otherwise, have great MS ratings to reflect their real-life attributes, but poor Running Power to reflect their real every-down ability. For instance, I downloaded TSBSupremeTool and experimented with Reggie Bush by giving him a 75 MS, but only a 6 Running Power and I really like how that came out. His first five yards were very mediocre (at best), but he was awesome if he broke into the open, much like in real life. I think I might have busted him down a notch or two in Running Speed too. Does that sound feasible? Anyway, those are just my two cents. Thanks for responding.
  10. I'm sure you won't have a unanimous vote on any one hack, but we could set up a vote where each hack is listed, and each member can vote one way or the other on whether they like it. Majority rules.
  11. Sorry to hear about all your problems Drummer. I hope things get better. I'm new to the site and software and have been playing the "featured" rom on this site -- Preseason -- for about a week now. I love it, though I'm curious to how your rom is functionally (not graphically) different from that one. I've played yours once, and the one difference I did notice was the computer kickoffs can still be really short, whereas in the Preseason version, a computer kickoff will at least get to the 10 yard line, unless it's an onside kick of course. I like the more realistic version of the kickoff implemented in the Preseason edition. I also noticed that some defenses are 4-3 instead of 3-4. Other than those two things, can you briefly describe how yours is different? Thanks for the all the work you've done, especially considering your circumstances.
  12. Are you sure? I've thrown to WRs who are standing still and the pass flies way off the mark to fall incomplete. It seems to me, that's a function of poor Pass Control. In my under-educated opinion, Pass Accuracy determines whether a pass that actually arrives at its intended receiver is completed or not. I realize that the receiver's Receptions rating, and any defender's Interceptions rating is also factored in. I do agree that I'd rather have a QB be high in Pass Accuracy then Pass Control though.
  13. Bodom, I think you really have something here. I just discovered this site & software and have been playing and reading voraciously. It's all fascinating, and I was a huge fan of TSB back in the day. We had nonstop leagues where 5-6 friends would each choose two teams, and we would write down the stat leaders at the end of each season. Anyway, I'm a big fan of both of your ratings ideas, and would love to see you publish your version of a roster. For instance, I tested Reggie Bush by depressing his RS and RP numbers way down, but blew up his MS and I liked the way that came out. His first five yards are pretty mediocre, but he explodes if he can get free (much like in real life). Also, it seems to me (and I have been using the TSB Preseason ROM) that Pass Accuracy really comes into play when throwing at a covered receiver, whereas Pass Control (as we all know) determines if the QB throws to where he is supposed to. Both attributes obviously contribute as to whether the pass is completed or not.
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