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partyman6666

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  1. It might not be that bad to fix that. If I get some free time and motivation in the near future, maybe I'll look into it. It's a good idea.
  2. Please read the link I posted... it tells you how this all works. A player with 100 RS 6 RP 6 MS will indeed be the same as a 100 RS 100 RP 6 MS player.... the reason being that the actual speed of his MS is slower than the actual speed of his RS. Players don't ever decellerate beyond they RS. RS is their Minimum speed. Since RP is purely an acceleration attribute, a player who is already at his top speed can't accelerate any more... therefore rendering that attribute useless in his situation. However, I do want to emphasize again that a player with 25 RS and 6 MS, will still accelerate to 6 MS since 25 RS is actually slower than the real speed of 6 MS.
  3. The scale of RS and MS don't match up evenly. 50 RS is slower than 50 MS... by a lot. If I remember correctly, 38 or 44 RS is about equivalant to 6 MS. If you want the full details, I posted a big thread on this stuff a while back: http://www.tecmobowl.org/forum/viewtopic.php?t=4533 Only when the RS is equivalent to the speed of a players MS, does RP do nothing. RP = acceleration from a players RS to his Maximum Speed. Let me know if anyone has any more questions about this.
  4. There is no coded limit to pass length. Field goals had a coded limit, so I just went into the code and found out what formulas they were doing to calculate it.......and changed it a bit. With Pass distance, every QB can throw inifintely far. Fixing this would require me to add a ton of code(Tough) and would screw up all the offsets in the game and make it not work.
  5. If anyone is planning on using the 6 RP thing for QB's, I'd recommend having the RS set somewhere between 38-56 for all QB's.
  6. I also found out that the Punter and the rest of his punt defense team receive a hefty boost of attributes when defending against the punt return. You can remove that boost by going to the following lines and changinge the code accordingly in the rom. #8164: Change E2 06 E3 04 to E2 00 E3 00 (This boosts the punter himself) #8170: Change E2 06 E3 04 to E2 00 E3 00 (This boosts the rest of the punt defense team, aside from the punter) You can also decrease the boost level a bit(Rather than completely turning it off) by lowering each of the values that was changed to 00 to something a bit higher than zero.........or raise the boost value by raising these values to something higher than their original values.
  7. Well...it might not make sense that it would be an auto-sack on a rom with 69 RP, but don't forget that we are talking about a rom with 6 RP for QB's. They will not accelerate to their max speed before the defensive players get to them. 19 RS is way way way slower than even 6 MS is, and it's simply too slow of a speed to have for a QB who can't accelerate to his top speed. You really have to try it to know for sure, and that's what Bru and I did last night.
  8. That won't work. Low RS and low RP results in an auto sack almost on virtually every called play. Bru and i messed around with a QB who had 19 6 44 last night, and he got sacked for auto sacks most of the time. The reason is that your 6 RP QB will run at his RS for about 1.5 to 2 seconds before he hits his MS......so he will never hit his MS in his QB drop and usually get sacked. I found that numbers like this were pretty fun for a guy like vick: 44 6 38
  9. Here is a concept that I've been messing with for a while to limit the effectiveness of a non-mobile QB being too effective as a runner. What I do is give him pretty high RS, and extremely low RP and MS. The low RP means that he will take forever to hit his MS, and he will also be able to get off passes against bliztes a fair amount of the time due to the higher RS(high minimum speed). Make a QB with 50 RS 6 RP and 6 MS, to test this with, and you'll see that he can avoid tacklers in the pocket decently but not run very good at all for yardage gains. Your QB will run at a constant speed of 50 RS......which is about 2 notches of MS less than 6 MS. He will avoid auto sacks for the most part on called plays, and be fairly nimble in the pocket at side stepping head-on tacklers in the pocket....only he will be almost useless as a runner and from outrunning dive tackles pursuing from behind in the pocket. The low RP means that he won't hit his MS of 6 MS(which is actually 2 notches faster than his RS is) unless he's running in a straight line for about 2 seconds. The only flaw I have about this, is that if your QB happens to go into Excellent condition.....you then might have a QB who plays like he has 63 RS and 19 MS....only he will still take a while to get to his MS due to the low RP(meaning that the qb's MS is mostly negated unless he hits a complete open field run with nobody in his way). What could be done for faster QB's.......is that they could be given higher RS....such as 69 or 75..or even 81 for Vick, while keeping RP and MS at 6) Try it out and see what you think, becase no amount of my explaining can make up for your actual seeing of these ratings in action. Another thing that could be done, is that this high RS/low Rp/Low MS thing could be used in conjunction with the normal rating scale that most roms use for QB's, where a mobile QB might have ratings like 25 69 44.......and only using my high RS/Low MS and RP idea for the immobile QB's. By doing this "Conjunction method", this rom would be rated just like any traditional rom for all QB's except the slower QB's. The slower Qb's would have the 6 MS/6 RP/high RS scale. Using my conjunction idea...you might end up with ratings like this for these players(RS/RP/MS): Tommy Maddox(Super-Slow QB): 38 6 6 Peyton Manning(Slower QB): 50 6 6 Carson Palmer(Average QB): 31 69 13 Jake plummer(Mobile QB): 31 69 19 Duante Culpepper(Fast QB): 31 69 25 Michael Vick(Super-Fast QB): 31 69 38 This is just an example of a scale that might work with a defense rated like the original rom has it. It's merely an example, and can be adjusted however you see fit.
  10. I would too...but that being because of the difference in 50 and 56 MS as opposed to 44 to 50 MS. 56 MS is a pretty big deal for a RB.
  11. I disagree about the comment of RS not doing much on offense when coupled with 69 RP. RS does make a pretty huge difference on offense, even with 69 RP. A guy with higher RS is, in a sense, more agile....than one with low RS, since his minimum speed is higher than than the lower RS player. A lot of people would actually choose to take a RB with 56 69 44 over one with 38 69 50....even though the second one will have a higher top speed. When running between tackles and doing fakes, the first back will have a higher "Average speed" for the time that he is doing his faking and moving...and basicly the whole time until he gets a clear path to reach his top speed.
  12. I was just doing some testing, and I noticed that if I give a return man FF for BC(he fumbles all the time) by changing the fumble probability for the BC attribute, there is some interesting behavior. When you use a player whose BC is setup so that he fumbles all the time....he will return kicksoffs and indeed fumble all the time. When you use this same player as a punt returner...he will fumble just as much as a returner who has been setup to fumble very little. What this means, is that Tecmo must have hard coded in a Ball Control value for Punt returners, much as they did for Quarterbacks. I'll try to find it and let you know what it is and where it is.
  13. The following information will describe to you in precise detail how the offensive attributes for tecmo players work in the game. Each of the individual attrributes of RS/RP/MS reacts the exact same way on offense as they do on defense. http://www.tecmobowl.org/forum/viewtopic.php?t=4498 RS is still your initial speed, or minimum speed. RP is still your acceleration to your top speed. MS is still your top speed. The only difference is that the actual speed values for MS on offense are slower than that of their equivalent defense MS values. Basicly...if you have a 100 MS RB on offense, he might be running at a top speed of 24 MPH, whereas a 100 MS defender would be running at a top speed of 32 MPH. Now...above, I mentioned that Offensive MS is slower than equivalent ratings of defensive MS. This is not the case for offensive RS and defensive RS. A value of 100 for RS on offense will be just as fast as a value of 100 on defense will be. This causes a slight anomaly in the way you can do things with offensive players, due to the fact that MS is slower on offense than it is on D, but RS is the same on offense as it is on D. There is now a point with an offensive player, where you can have a very high value for a RS and an extremely low value for MS.....and his top speed will actually be faster than his MS(As a result of his RS, or minimum speed...per say, being faster than his top speed). It appears to me that the point that the speed of RS equals that of MS is at the value of 63 RS and 6 MS. What this means is that if you have a player with 63+ RS and 6 MS....he will always run at his top speed(top speed of 6 MS), and never slower. If you have a player with 69+ RS and 6 MS, his top speed will actually be faster than his MS dictates. A 69 RS 6 MS player, will actually have a top speed equivalent to 13 MS, and a player with 75 RS and 6 MS will have a top speed equivalent to that of a 19 MS player. One thing to consider about offensive players. Due to the fact that the difference in actual speed of a players RS and MS is soo much less than that of a defensive player.....Rushing power is not as important of an attribute on offense, since he is in essence using the same amount of acceleration to accelerate to a lesser degree of top speed than his defensive counterpart. Having 69's for RP on all offensive players basicly negates the acceleration part of the formula, since most players will get to their top speed almost instantly with such a high default value for RP. I would love to see more roms with lower RP used on offense and actually have the rom rater treat it as it is implemented.........which means, treat it as an acceleration attribute.
  14. Soby... Quit your whinning you little bitch. You are clearly wrong on this issue. Open your eyes, and read this post again objectively and in an unbiased fashion, rather than through your twisted and convoluted viewpoint, and you'll realize that everything you've said is untrue or just flat out wrong. You flip flop back and forth throughout this entire post from one stance to another, then to another.....and in the end, you still haven't even arrived at the correct solution. Now stop wasting everyones time here with your pointless and illogical banter on a subject that you are clearly confused about.
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