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- VERSION 1.0
- GAMEPLAY SCRIPTS
- -Added CPU ability to go for it on 4th down and under 2 yards in opponents territory
- -Changed no huddle urgency when trailing to start earlier in the 4th
- -Changed two minute logic on when to spike the ball, call timeout and kick field goal
- -Changed timeouts when trailing from under 2 minutes to 3 minutes in 4th quarter
- -Decreased distance the AI will attempt field goals by 3 yards
- OFFENSIVE PLAYBOOKS
- -Matched real life run pass ratio on 1st Down, 2nd Down, 3rd Short, 4th Short, Redzone, Playaction, RPOs
- -Disabled play action being called on 3rd/4th long/Med, 2 Minute offense
- -Globally made chew clock and inside own five 70/30 run pass ration
- -Globally made goal line, go for 2 and 4th short 50/50 run pass ratio
- -Globally made goal line pass, 2 min offense 0/100 run pass ratio
- -Eliminated four verticals and corner strike from each playbook (will eventually replace with new plays)
- -Changed the coded PLYT for RPO Peek to match RPO Lookie to prevent a crash from happening when you edit the defense folder in frosty.
- DEFENSIVE PLAYBOOKS
- -Matched real life percentage for Blitz, Cover 0 blitz, Cover 1 Man, Cover 2 Man, Cover 2/3/4/6/9 and Tampa 2
- -Changed cover 0 blitzes PLYT to match engage eight PLYT becausethe AI is programmed to audible against them.
- GENERAL
- -Added Career ending injury chance
- -Increased injuries but SIGNIFICANTLY lowered HB
- -Increased fatigue chance
- -Increased penalties across the board
- -Increased CPU slide protection usage
- -Increased CPU usage of flip run play
- -Increased snap off target chance
- -Increased accuracy, power and line speed on kick meter (credit TBR)
- -Increased penalty for not being inside of the accuracy window (credit TBR)
- -Decreased fake snap chance
- -Decreased wind effects on punt
- -Decreased max blocked kicks to 1 per game
- -Decreased punt power
- PASSING
- -Changed min and max angle a CPU QB will step up in the pocket
- -Changed distance furthest defender has to be for QB to scramble
- -Changed pocket and balanced QBs to also take off on 1st/2nd down
- -Changed AI throw to primary target/first down WR from only OPEN to PARTIAL to increase aggressiveness
- -Changed throw away awareness rating minimum from 80 to 70
- -Increased throw away chance in pocket from 0 to 50%
- -Increased scramble chance if there is an open receiver
- -Increased slide chance
- -Increased in pocket speed
- -Increased CPU inaccuracy distance
- -Increased effect for being under pressure
- -Increased throw out of sack pass chance
- RUNNING
- -Max fumbles per game will be three until EA tones down enforcer
- -Increased break tackle success chance
- -Removed QB scramble fumble penalties
- -Decreased CPU usage of juke/spin moves
- BLOCKING
- -Increased cut block chance for HB
- -Increased Lead block weight for closest threat (credit Landeye)
- -Increase blocking rating factor over strength/weight in run game
- -Increased play action fake out chance to somewhat help with insta sacks
- -Increased play action minimum and maximum time to match normal pocket time
- -Removed USER run block boosts
- -Removed weakbox run bonus
- -Decreased SUPERWIN chance to lower OP edge rush specialist
- -Decreased minimum rating to be SUPERWIN from 85 to 80
- -Decreased beating double team chance
- -Decreased CPU pass blocking time in pocket
- DEFENSE
- -Changed best on best for CBs/WRs from 90 overall to 82 overall
- -Increased amount of players allowed near a pile for more gang tackles
- -Increased man coverage significantly
- -Increased zone coverage significantly
- -Increased reach tackle distance
- -Increased distance defense can attempt a jump catch
- -Increased CB win chance when in press
- -Decreased USER lurk interception bonus
- -Decreased interceptions overall
- -Decreased hit stick fumble chance
- -Decreased CPU hit stick attempts
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