Sacks

Maximum-Football 2.0 is the latest and greatest release from the acclaimed sports management video game studio, Wintervalley Software. Bringing a whole host of new features like full Xbox 360 controller support, full DirectX 9.0 utilization, and scores of other upgrades and improvements, Maximum-Football 2.0 delivers on gameplay and fun like a bullet pass through double coverage. Like its predecessor, Maximum-Football 2.0 allows players to experience the thrill of managing a team in any league!

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Sacks

Post by 22sec »

I'm curious as to how many sacks everyone else is seeing. In two games, one using Hack's playbooks, one using my own, I saw 22 and 18 sacks respectfully. [:@]
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Deft
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RE: Sacks

Post by Deft »

This is why I posted the improvements to OL blocking schemes. With these schemes in my playbooks, I rarely get more than 4 sacks per team.
quixian
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RE: Sacks

Post by quixian »

In addition to a play's blocking schemes, there are a few other variables that might be causing sack problems:

1.  QB Attributes - especially Intelligence and Speed, at least from my playtesting.  Seems like the more slow-witted and slow-footed the QB is, the more sacks you'll have.  Also, if a QB is in the yellow or red fatigue wise, the sacks can pile up.  For example, if the QB is sacked after trying to scramble out of the pocket and goes in the yellow, if you call a passing play the next down, you're looking at quite possibly another sack, and maybe even a fumble on the hit.

2.  Defensive plays - some of the more aggressive blitz packages, especially in the original stock plays (CB Blitzes and at least one Saftety Blitz comes immediately to mind) cause major problems as the OT can't get out to block the perimeter of the pocket fast enough.  This happens with every offensive playbook I've ever used, to the point where I've had to take the offending defensive plays out of the playbook b/c they are too money for my tastes.

3.  Roster attributes - at default, the O-line's attributes are a little on the low side, imo.  It can get worse (again, imo) if you use rosters based off of EA's Madden / NCAA attributes as the LBs and DEs are lightning fast compared to the default rosters and will get around the corner in a heartbeat without tweaking the constants.dat file.

So, a combination of the above types of issues can cause the sacks to add up.  The worst I've had in a single game in the past (when I was initially playtesting the Madden rosters with default playbooks) was nine - on 10 minute quarters.  I think I knocked the starting CPU QB out of the game early and the backup was Dilfer or Bledsoe and then things got wayyy out of hand.
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RE: Sacks

Post by micvik »

I am using Hacks playbooks and I am seing about an 2 or 3 sacks a game per team. These are using game generated players. I have modified the player skill attributes in the maindata so that generated players play more realistically.
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RE: Sacks

Post by 22sec »

I think it must be the DL/LB speed vs the Oline speed. I'm using my NCAA rosters, and will play around with adjusting things.
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RE: Sacks

Post by Marauders »

Deep passing offenses will see more sacks as well.
 
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RE: Sacks

Post by therhino »

Thanks 21SEC. I had that problem with the NCAA rosters until I started taking ten yard drop backs after the snap. That has helped a little, but if you get hit there your miles away from the first down.
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RE: Sacks

Post by hack153 »

sometimes i see a lot, sometimes i see very few.  i think skill attributes has a lot to do with it.  although, i believe some of my LB have SPEED from 68-85.
 
Hack's Plays v3 will use Deft's suggestions with OL movement before blocking.  it seems to be helping quite a bit.
 
 
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Deft
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RE: Sacks

Post by Deft »

One other suggestion. For backfield blocking, give the RB a delay before a backfield blocking assignment so he reads the blitzes better.
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RE: Sacks

Post by hack153 »

yeah, i've been doing that too.
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