![]() ![]() Updated the weighted system across the board Started from scratch to rebuild the gameplay and sim stat engine. (I woudn't have been able to do this without the beta testers who helped me with their feedback and ideas in the discord room) *Different play calling experience every game *Your teams record should reflect their ratings *Ratings matter and mismatches can get exploited Players will get fatigued on long drives. Some games you're gonna get called for 6 penalties, some games you won't get called for 2. Elite players do things average guys can't, they're meant to feel over powered because thats what makes them elite. Run game is ORGANIC from cuts to blocking to tackling. Some games your running game will be unstoppable, other games you wont average 3 YPC. Pass rush comes quick so you better have a checkdown option. Coverage is tight across the board unless you have real good route runners. ![]() You can throw the ball in tight windows without psychic DBs but if you force a pass, its going to get picked. WR will sometimes drop open passes and sometimes make sick one handed catches in traffic. No more statue QB, ACTUAL movement in the pocket. Scrambling QB? Better have a spy because hes taken off if its there. ![]() I upped the challenge as much as possible without having that old "AM Cheat" feel. Just like the NFL, any team can win any sunday. ![]()
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