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unsmart

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Everything posted by unsmart

  1. This is all Al Davis' fault. How convenient that this all transpires after he lures the "real" Rod Woodson to Oakland. Don't do it Rod! Count Davis rips the soul out of everyone he employs! Don't you know that Asomugha isn't there anymore?
  2. I think that was my bad with the Chicago roster. It was my first time using TSBTool and I gave them the single fullback playbook. As far as bugs go, certain run plays behave weird depending on the QB and/or RB's condition. Specifically, I think if the RB hasn't reached a speed of 38 or if a fast QB like Vick or Rodgers gets to the hand off spot before the RB, the runner will take a long detour in the backfield (usually resulting in a stuff for loss). 1B SW DN is the only one I know for sure, but I think there was another one which I can't remember. One thing that's been fun to do is go back to OG Tecmo after playing on HI-SPEED for so many weeks. It's like you're in the Matrix and you've got bullet time reflexes. Another thing I've been messing around with is RP. Let's say you give a RB 38ms 81rp 38ms. He consistently makes the second level on certain plays and can juke defenders better than a back with, oh, let's say 38ms 44rp 63ms. This makes sense, but I don't think the difference was as dramatic in Tec"slo." Am I correct in assuming that in order to achieve HI-SPEED, buck, you gave the defense's speed scale to the offense?
  3. Due to PIT turnovers was right! Great season, great ROM.
  4. On inv oi pass play 4 "fb screen", why did you remove the fullback screen part? Did you think the check down was too easy? Just curious. One tiny tweak I would include in the final game is to not make PATs automatic. Can you make it so that if the arrow is at the very extreme edge, it will doink? I don't know how much of an effect this will have on field goal accuracy in general, but if it doesn't affect it too much, I'd say go for it. The CPU would probably miss a bit more, but this is more for MAN play. Right now, mashing A after touchdowns isn't very interesting.
  5. Jets: NT #91 Sione Pouha should replace Kris Jenkins Packers: RT #75 Bryan Bulaga should replace Mark Tauscher. RB #44 James Starks should definitely be in over either Dimitri Nance or Korey Hall. edit: KICKERS! (who cares?) PIT: They fired Jeff Reed and replaced him with PK #6 Shaun Suisham. If a guy gets fired mid-season, IMO he should be fired from Tecmo. Sorry, Hunter Smith NE: PK #5 Shayne Graham played the majority of the games for the injured Gostowski. Johnny Knox could use a portrait, too. Danieal Manning's face is fine. inb4 "Knox's skin is Michael Jackson pale so I'll give him the Ryan Matthews treatment!" I had a wall of text about the new plays and tweaks and the browser ate it. The gist is all your new plays and tweaks are great. I dunno if you've finished changing around the system and playbook to your satisfaction, but if this is the final version barring roster and stat updates, I give it thumbs up. I played a season with the Bears against the computer. Here's Devin Hester's 2010 stats: In reality, Hester finished with an average punt return of 17.1 yards and 3 touchdowns. So, I guess your rating change was pretty accurate, buck.
  6. I'll definitely check it out. Funny you mention the shotgun T and the empty sets, because that's the playbook I love using with the Ultimate Weapon Mk. II aka Starship Seven, Mr. Michael Vick. Screen passes to Shady and bombs to DeJax all day. SG-T playaction was surprisingly effective in the week 9 version. If no one's open, you can just run toward your checkdown and he'll block for you. Even if the defense picked the play, sometimes mashing B got the pass off anyway. edit: just looked at Bodom's results. DAAAAAAA bearsdabearsdabearsdabears
  7. What about LE #99 Mike Wright (5.5 sacks, played most of 2010)? He got concussed during the Colts game, but he definitely had the most impact filling in for Ty Warren's lost season. edit: nvm, you mentioned Wright. Speaking of the Colts... #78 Mike Pollak (incorrect spelling) is the RG and Kyle DeVan is the LG. Kyle DeVan is also #66 not #75 ROLB #51 Pat Angerer (1 sack, 58 solo tackles) replaces Clint Session SS #43 Aaron Francisco (2 INT, 45 solo tackles) replaces Dajuan Morgan Colts had a lot of injuries, but these are the guys who played the majority of the season. Other notable replacements Browns: LCB #23 Joe Haden replaced Eric Wright and snagged 6 ints, sacked a QB, caused a forced fumble, and notched 57 solo tackles. Not bad for a rookie. Titans: LE #93 Jason Babin replaced William Hayes and rightfully so. 12.5 sacks earned him an all-expense paid trip to Hawaii. Lions: I'd argue that if Tony Romo and Dallas Clark aren't here because they couldn't play in half the games, Stafford definitely can't be here as a backup. He only started two games and left both due to injury. #5 Drew Stanton should replace him. He can have good scrambling speed. Saints: K #5 Garrett Hartley replaced John Karney. Karney just played for those two weeks so Hartley could get his head straight. Bears: Chris Williams is the LG, Roberto Garza is the RG, Frank Omiyale is the LT, #73 J'Marcus Webb is the RT. They've been using this configuration most of the season. They're still awful, but they can at least run block a little. Also, Desmond Clark is still on the team, but he hasn't been activated in a long time. Maybe add another Danieal Manning on offense so he can KR? LE #75 Matt Toeaina (2 sacks) should replace Mark Anderson, who got claimed by the Texans on waivers. Texans: Like the Colts, they had tons of injuries. DeMeco Ryans didn't make it to the half-way point, a huge reason why they completely collapsed defensively. If anyone is a Texans fan or paid attention to the adjustments they made mid-season, they're welcome to enlighten me. All I know is they tried to plug Cushing in at mike and he struggled. Maybe just replace Ryans with #96 Mark Anderson and call it a day? Bills: LILB #50 Akin Ayodele replaced Andra Davis for most of this season. ROLB #52 Arthur Moats should replace Reggie Torbor purely by merit of striking the penultimate blow against Brett Favre. Teammates were calling him "Legend Killer" because everyone was convinced Favre's injury was season-ending. Now we all know that he just softened him up so Corey Wootton could finish the job. Still.... LEGEND KILLER! Raiders: RILB Rolando McClain is spelled wrong. I think there needs to be some stat tweaking, but the year's not over. Some things that spring out at me: Bills: NT Kyle Williams will replace the injured Richard Seymour for the pro bowl. 5.5 sacks as a NT isn't too shabby Bengals: Benson had 7 fumbles on 321 carries. Browns: WRs stunk this year, TE Ben Watson led with 68 receptions for 763 (more than Massaquoi and Robiskie combined) and Hillis had 61 receptions for 477 Chargers: Maybe put Avoid Kick Block down low on Kaeding and Scifres to simulate horrible special teams? Does that stat even do anything for punters? Ravens: Terrell Suggs got into the pro bowl with 11 sacks. Ray Rice managed 1220 yds @ 4 ypc and 63 rec for 556 yards. Billy Cundiff ate his PED Wheaties, too. Chiefs: Jamaal Charles had 6.4 ypc. Yikes! One thing I'm wondering is if teams have good run blocking but poor pass blocking, can you simulate that by giving the o-line more speed and less toughness? The Raiders come to mind as well. Raiders: Jacoby Ford should have DeSean Jackson type stats. 3 TD on KR, 2 TD rushing, 2 TD receiving. Single-handedly won the first game against the Chiefs. Kept them in a bunch of games that they were otherwise being dominated. Bears: Devin Hester should get his speed back. Maybe not a real high MS, but high initial and acceleration so he can make cuts and make something happen against the punt coverage boost. Right now, it doesn't matter who your punt returner is, you're better off running out of bounds to avoid injury or fumbles. Is there a way to give teams with strong return teams a punt coverage proration? Lions: Pettigrew had 71 rec for 722 yds, trailing only Calvin Johnson (77, 1120) on the team. Pats: Hernandez is the smaller, speedier TE. Gronkowski is the larger TE that Brady likes in the red zone. I think he has softer hands too. Saints: Chris Ivory had 5.2 ypc, but also had 4 fumbles in only 137 attempts. The tackles Bushrod and Stinchcomb are actually rated way too high and Carl Nicks is rated too low (should be equal to Jahri Evans). Bushrod and Stinchcomb are secretly (or not so secretly) really bad at their job, it's just that Brees has learned to automatically step up in the pocket and drift left or right accordingly to compensate for their mistakes. FS #27 Malcolm Jenkins started the entire season for old, injured Darren Sharper. Falcons: Curtis Lofton is better than Patrick Willis? For reference: http://espn.go.com/nfl/statistics/player/_/stat/defense/sort/totalTackles/seasontype/2 Lofton is tied for 19th with... Bradie James? Also Brent Grimes had a pro-bowl caliber year, he just got shafted by... Redskins: DeAngelo Hall picked off Jay Cutler 4 times in one game. I'm not sure you need a 75 INT rating to do that. Pretty sure he gets burned a lot too for jumping the wrong routes. http://espn.go.com/nfl/statistics/player/_/stat/passing/seasontype/2 All those lists are pretty handy for giving stat love where it's due. MJD and Torain seem to need a boost. I was also surprised at how low Sam Bradford's QB rating was for the season, but I guess that's what happens when all your receivers drop dead. Just look at Peyton Manning, behind Cassel and Schaub who we know from watching the games don't belong up there!
  8. This just happened to me, but using Da Bears in week 11 against Miami. Blocked a field goal 20 secs before the half ended, game froze right when Ronnie Brown recovered the ball. Clock expired, music playing, but still stuck on the field. Using Nestopia 1.40. This has happened before (even in last year's ROM, I think) but it's very rare; usually during a wacky turnover.
  9. There are some plays that are pretty weak, but I think that there needs to be some imbalance in play selection in order to have a healthy meta-game. If every play was equally good, the offense would have an overwhelming advantage. A lot of the runs in slot 1 aren't good on their own, but they serve as good complimentary plays to slot 2 and 3 (the counter plays come to mind). Likewise, any pass play with only three receivers has limited upside, but the running plays are the strength of those formations (actually, when is Tecmo not about running?) and those passes are either play action or quick release. I don't think the playbook needs to be changed unless you have a cool idea.
  10. Doublepost. Really like the blocking changes to trips WR1. Feels more "screeny". Like how it's stronger than sg WR2 since shotgun has so many more plays. Trips pass is money too if you have a good receiving TE; good check down options too. Similarly, I like how you made one TE go long on the 2TE play-action. In the '09 ROM, it was too... symmetrical. Also like how brief the hand-off fake became so it's not an auto-sack anymore. I would say 2TE is the most improved formation simply because of that small change.
  11. To all the people having trouble with the defense jumping when you don't want them to, here are some realizations I had as I kept playing. We're all used to playing the Tecmo where covering a receiver mostly meant Revis style - your MAN ran on top of the receiver's sprite in order to cause an incompletion, interception, or at least tackle after reception. This didn't require much technique because the defense had a speed advantage; even if you weren't exactly on top of him, by the time the ball was in the air you could easily catch up. In fact, your guy usually got possessed and automatically ran/slid to where the ball would land. The only other option was to heavily undercut the route and try for a JJ. With either option, you only needed vague knowledge of the receiver's route. Now, if you're still running to the "X" by the time the ball lands, nine times out of ten your MAN will jump. This is because this action replaces the situation when the MAN would've slid. To properly cover the pass in buck's ROM, your MAN must be at a full stop where the ball will land. In order to do that, you have to know where the ball will land and beat the receiver there by the time the QB releases, particularly on the short, quick passes. Therefore, you have to know all the routes for every formation and identify them quickly after the snap. On fly routes, you've either gotta play over the top, or balls-to-the-wall ballhawk style by letting the receiver lead you by 10 yards to go for that JJ. You risk being burned like Asante Samuel, though, if the player sees you doing that and takes a few steps forward to get that overthrow that only gives his receiver a chance for the JJ. Whichever decision you make, it's hard to make the opposite adjustment by the time the QB throws. You also can't do the thing where you cover multiple receivers by running in a circle to keep your speed up so that when your MAN makes a break on the ball, his slide will break up the pass or tackle the receiver. Now, your MAN will always whiff a jump as he runs toward the receiver. So, unlike my previous assessment, zone coverage is actually harder. All-in-all, pass coverage became more challenging. You can have a positive or negative opinion about this change, but I don't think you can disagree that it distinguishes buck's ROM from all the others. If we want to play OG Tecmo, there's always TSB. If you want to play something different, try this one out.
  12. I think everyone needs to chill out here. From what I gathered from random posts, Krebs is an actor(?) Honest feedback and honest self-critique is a huge part of success in that trade, so I can appreciate his candidness. He thinks that the game experience could be improved by polishing the aesthetics like palette choice and tweaking some aspects of COM play. Those things are important to him and probably many others. However, I do think recording a match against the COM doesn't seem to serve any purpose other than showing off against a feeble AI, unless he's trying to demonstrate his complaints about the jumping defensive backs. It certainly wasn't to critique the new plays or even the "Mario Kart" AI since he kept running it up the middle and zig-zagging to the end zone with the good ol' onesetback dive we all know from the original TSB (and any human would stuff using a lurch or a linebacker). Personally, I prefer the absence of diving when I sit in zone coverage. I don't have to worry about my entire secondary turning into Keystone cops when a receiver catches a pass in the seam. But that's coming from the POV of MAN play, and buck obviously caters towards that audience. I play a lot of 2D fighters, and you certainly wouldn't play those games for the single player experience (often containing the worst stories and least difficult AIs) or even the graphics (often beautiful, but not to the tastes of most since they lack 3D realism). The only real enjoyment comes from competition with other players, which requires mastering the system that exists underneath the sprites. I may choose a character for its design, at first, but after a while all I care about are the invisible rectangle hit boxes and frame data. Now, I'm not saying Krebs is a casual gamer whose opinion is automatically invalid because he doesn't have the same tastes in games. On the contrary, his critique is valid since a lot of those fighting games I enjoy aren't commercial successes for the very same criticisms. He's basically saying this ROM could be the Street Fighter 4 of TSB hacked ROMs (a hit commercially as well as with the hardcore community) if buck really puts in the effort to polish up the graphics and tweak the drone behavior for certain plays and situations. However, buck doesn't make any money doing this, admits he spends time doing it mostly for his group of friends, shares it online only because he can, and therefore has little incentive to do a graphic overhaul if he really doesn't feel like it. Personally, I prefer the old 2009 ROM's menu palette. And Tom Brady spiking the ball with pink wristbands is hilarious. I will say that buck's playbook contains the widest array of new (or simply altered), useful plays in MAN vs. MAN games. In the original TSB, 75% of the plays were garbage and only a handful were competitive, even if you banned lurching. Balancing what's too good and what's useless is a tricky business that even professional developers rarely get right in testing and often require multiple iterations of the same damn game to iron out (how many versions of Street Fighter are there?). So in his week X beta versions, stop me if I'm being presumptuous, but I think he's looking more for MAN vs. MAN balance suggestions than full Gamespot reviews.
  13. I think the Raiders are my new favorite team in this year's rom. Hell yes, Gradkowski, Run DMC, Miller, and Asomugha! You'll get to it eventually, but Cameron Wake could use some stat love. I'm guessing you're a fellow Bears fan. Include a player swap option for our offensive line. That way I can find the least terrible combination and inform Lovie Smith and Mike Tice what it is. I was testing the week 6 rom some more, but still think the 4WRup nerf was harsh but necessary. The only guys on defense that blockers don't put a hat on are the LOLB and FS who are really far away from the play to begin with. Now I'm picking 4WR run down more often, to the point where if my opponent starts picking it and picking a corner or safety to defend pass, run up can catch them by surprise. edit: In week 11, James Harrison killed Jason Campbell. I wonder if he was fined. edit2: "Roando" McClain should be Rolando McClain.
  14. The new R&S right isn't that bad actually. When R&S right was a pitch, you were practically out of bounds with any decent RB when you got the ball. You didn't really have the room to catch the corner. Plus, the run blocking was weaker. So this improvement is welcome. R&S left is the one that's insanely good now. Getting to the secondary is really easy. When it was a pitch, the route the back ran gave the acceleration and the room to catch the corner, but you could set the edge if you picked the right guy on defense, or even make a tackle in the backfield. Maybe go back to the pitch for R&S left but leave the hand off for R&S right? I think that would create good tension. If I choose run defense, and try to contain the other run, I'm open to pass. If I choose pass defense and try to contain one run but leave myself open to another, I might give up a first down, but I won't get punished with a touchdown every time (unless it's Chris Johnson or an angry CPU, lol).
  15. Got to the Superbowl with the Texans only to meet, of all teams, the Vikings. Peterson ran all over my defense and it became a shootout down to the last possession where I had Daniels open in the middle of the field but tried to force it to Johnson in the end zone and got picked. I was pissed, but in retrospect, this imitates the actual Texans performances pretty accurately. Anyways, through the season I was trying all the new plays, which was a blast. I like the goal line formations, the single fullback set (formerly the T), the empty backfield "run", and the shotgun "run" in the second slot. But something bothers me - the good old run and shoot is still the best formation. In fact, now that R&S left and right are hand offs, they've somehow become even better. When it was a pitch, you could contain it pretty well with the outer linebackers or a corner since all you had to beat was the fullback or TE in space. But now that the runner gets the ball closer to center, the new pulling guard is in a much better position to run block and blow up whomever you pick. In the 2009 rom, it was hard but rewarding to get a first down with a run. Now I'm regularly busting off 60 yard touchdown runs with anybody that has a 50 MS and sometimes less if you zig-zag perfectly. I like the idea of making it a hand off, but unless there's something I'm missing, it seems impossible to defend when taking into account that R&S Z fly and Y up are still the best pass plays, too. Yeah, it's only the week 6 version. Yeah, it's free and buck does this in his spare time for fun. Yeah, I like to complain anyway. Also, did you end up nixing the KR/PR MS hack and bring back RG/SS MS? Kick return yards are still easy, although TDs seem rarer than 2009. Punt return difficulty seems about right.
  16. Lovin' everything about this rom. Stellar job. What with all the NFL injuries IRL like concussions, torn ligaments, and pulled hammies, I had a random thought: this is probably impossible, but can you make players more injury prone? In TSB, I assume (because I know jack about hex-editing) the odds of injury are flat for all players (even though my mvp always seems to go down in the playoffs). Think about Stafford or Schaub, Gore or Portis - players that have injury histories. Having just the option of shrinking the random number generator range for the glass cannons and older vets seems kinda cool. Maybe it'd be too much "realism," but the idea of me handing Grandpa Favre his inevitable "retirement" a dozen league games ahead of time makes me feel all warm and fuzzy inside. That reminds me, I always thought that the bye week should count as a "game" for the purposes of "healing." As in, when the next game rolls around, you're doubly (or however the math works out) likely to escape the hospital. As a matter of fact, I have no idea how status changes work. Sitting the "bad" dude never seems to change much. Always seemed to me like you had to have the guy active, but avoid plays/positions that get him tackled/popcorned. Or get them touchdowns. Or it was just random. Ah, the fallacy of human subjectivity! Anybody care to enlighten me how status changes work? Or "proper" use of quotation marks?
  17. No prob. I think 2TE PA OT had a similar weakness but I can't remember if it was the right or left ILB. Looking forward to the best Tecmo yet!
  18. Liking the sound of the new plays, particularly the screens and the hats plays. It always bugged me that the most effective run plays were all pitches to the outside. For the "returning" plays, have you done any tweaking? I know to some extent Tecmo is a lot like rock, paper, scissors where if you pick your plays right, you can call one and defend against another while leaving yourself open against the third option in a formation. But in the '09 rom, some plays can be completely identified and blown up due to either gaping holes in the offensive line or general weaknesses in the design. For example, the single back off-tackle up play can be blown up simply by picking the RILB and running him straight through the o-line unblocked and slide-tackling the hand-off for a loss. And since it's pretty easy to distinguish OT up from OT down and OT dive, and the RILB can contain those plays fairly easily to begin with, the formation becomes one of the weakest in the '09 rom. I can pick pass every time while covering every run play with the RILB. However, if you've tweaked it so that the hand-offs look the same or the RILB cannot effectively cover every option, then the formation becomes useful.
  19. Just registered to say this rom rocks so hard. What better way to kill the 3 months time until NFL season starts? Thanks buck for all your hard work. The only other thing I'm gonna toss out here is that the wait for TSB Time Machine version 2 is like Favre-watch. Is the project retired? A resounding maybe.
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