you know me, i'm different. big boy has power
![[Image: 016p.png]](https://i.postimg.cc/TPx2k2wr/016p.png)
@Kotasa and I were working on a project to present some rebalancing for DT. Here was the builds we started testing:
![]() Nose Tackle had a max weight of 315 ![]() Max weight 310 ![]() Max weight 310 ![]() Max weight 305 We only got around to really testing the Nose Tackle change but the results were interesting. They saw a huge decrease in sacks, but significant increase in TFL and tackle success. It made them feel more like a true Nose Tackle. ![]() ![]() (10-10-2020, 08:13 AM)Punter715 Wrote: @Kotasa and I were working on a project to present some rebalancing for DT. Here was the builds we started testing: You need to be careful with different weights among archetypes. Weight is a very big deal, it's basically free TPE. You would need to make sure heavier archetypes have the lowest attribute floors otherwise players can start as a heavier archetype early in the career for the free weight TPE and when their TPE is high enough that build can offset the weight difference they can switch to whatever archetype they want after the fact. You also then have the issue where low earning players or even inactives of a heavier weight are more useful than some actives of higher TPE higher weight. We used to have different weights between archs and we made them the same to avoid this and other problems. It's not impossible to do it but these need to be kept in mind. ![]() Hank Winchester (S25 - Current) - Scrub
Angus Winchester (S1-S12) - 4x Ultimus Champ - #2 Career Sacks - Hall of Fame
Cooter Bigsby (S14-S23) - S23 Ultimus Champ - #4 Career Yards - #4 Career TDs - 2x MVP - Hall of Fame
@timeconsumer Yeah we wanted to run the Sims looks at different TPE levels to compare them to make them feel balanced but also difference. Still working on collecting data.
![]() ![]() (10-10-2020, 10:04 AM)Punter715 Wrote: @timeconsumer Yeah we wanted to run the Sims looks at different TPE levels to compare them to make them feel balanced but also difference. Still working on collecting data.Be sure they're all playing the same spot. RDT and LDT in nickel end up with very different kinds of production. ![]() Hank Winchester (S25 - Current) - Scrub
Angus Winchester (S1-S12) - 4x Ultimus Champ - #2 Career Sacks - Hall of Fame
Cooter Bigsby (S14-S23) - S23 Ultimus Champ - #4 Career Yards - #4 Career TDs - 2x MVP - Hall of Fame
(10-09-2020, 02:56 PM)moonlight Wrote:If gunslinger has 100 arm, pocket passer should have 100 accuracy(10-09-2020, 01:18 PM)retrospace111 Wrote: game manager seems a bit too OP compared to pocket passer. (10-10-2020, 01:13 PM)retrospace111 Wrote:(10-09-2020, 02:56 PM)moonlight Wrote:If gunslinger has 100 arm, pocket passer should have 100 accuracy(10-09-2020, 01:18 PM)retrospace111 Wrote: game manager seems a bit too OP compared to pocket passer. In my mind, Gunslingers should be more athletic than Game Managers and Pocket Passers, should maybe have more.arm.strength, but should also have the lowest intelligence cap. ![]() ![]() (10-09-2020, 03:35 PM)timeconsumer Wrote: 5) Experience. Experience matters in the sim as we've seen. I have a few positions with fixed values like receivers and TEs and some that scale with TPE like corners and safeties. Maybe I did this wrong. Maybe corners should scale with time played like everyone else. Maybe receivers had their experience too high and it devalued hands too much. It's worth exploring. This feels really pertinent to me. Especially how it relates to the devaluing of hands in recieving builds. |
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