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Leilond



Joined: Jan 02, 2012

Post   Posted: May 17, 2015 - 00:18 Reply with quote Back to top

I don't think it's a mistake. It's there to limit the range of passes. If you want to do long passes, it's better you take accurate, or you'll fail on 3+, no matter your agility. It helpse preventing every "elf lineman" to became too good at throwing with a couple of +AG. If you want to be a wonderfull thrower, you need P skills

Fluff talking, the "throwing" abilities, after certain "natural" attitude (AG5), require training (skills), represented by "pass", "accurate" and "strong arm".
tmoila



Joined: Nov 25, 2012

Post   Posted: May 17, 2015 - 01:26 Reply with quote Back to top

Reason why it is fumble on 1 after the modifications is that punting the ball 13 squares should be 50%. Ag1 mummy can punt inaccurate long bomb on a 4 same as ag4 elf.

The core problem is that passing is divided between basic rules and extra rules which add fumbles on all 1's and passing rules being silly in general. But that is hardly the issue with ag6 gutters so I apologize and stop derail right here from my part.o
bghandras



Joined: Feb 06, 2011

Post   Posted: May 17, 2015 - 09:36 Reply with quote Back to top

Ag6 should help passing, but it does not. Shame.

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Leilond



Joined: Jan 02, 2012

Post   Posted: May 17, 2015 - 10:34 Reply with quote Back to top

Balance and game mechanics are more important than fluff. Fluff can be "adjusted" to fit the game mechanics

1 fumble AFTER modification prevents players to throw long bombs in empty squares after recovering the ball while defending and force them to stay around the ball defening.

The fluff is easly modified to fit the needs. Passing isn't only a matter of agility, but more a matter of skill and training. Thus, except for short and quick pass, only specialized players (accurate) can do long passes and long bombs with little risking of mess it up completely
Wreckage



Joined: Aug 15, 2004

Post   Posted: May 17, 2015 - 10:50 Reply with quote Back to top

It is certainly not a mistake. The rules regarding agility and passes haven't changed in a very long time. They are also among the hardest concepts to grasp, but overall..
if you grasp that passes do not really depend on agility then it is also easy to understand why ag6 doesn't matter.

Just remember that agility impacts the accuracy of a pass. That's why TTM doesn't require agility (it's never accurate). Once you have ag5, your passes will be always accurate (if they succeed).
Ag6 doesn't help because your success chance can't be higher than 100%.
Leilond



Joined: Jan 02, 2012

Post   Posted: May 17, 2015 - 11:20 Reply with quote Back to top

That's the key
AG5 is 100% accurate when not fumble. It's the top of accuracy for a thrower. More than that there are only skills
AG5 is the top. 100% accuracy. The only things you can do to make a thrower "better" is add rerolls (Pass) and skills that prevent fumbling (Accurate, Strong arm, Nerves of steel)
PainState



Joined: Apr 04, 2007

Post   Posted: May 17, 2015 - 18:46 Reply with quote Back to top

Well, since it has been pointed out AG5 is the exact same as AG6 on all actions. It is a simple fix to buff AG6.

AG6 gives you a +1 to pick up, catch, pass and dodge.

Now there is a reason besides it is cool to have AG6.

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uzkulak



Joined: Mar 30, 2004

Post   Posted: May 17, 2015 - 19:16 Reply with quote Back to top

well, much as we would like to rewrite this rule (and indeed several others), that is not sadly as option that is on the table.

In the meantime, if you have an ag6 player, just give them pass block and diving catch...
Leilond



Joined: Jan 02, 2012

Post   Posted: May 17, 2015 - 22:59 Reply with quote Back to top

PainState wrote:
Well, since it has been pointed out AG5 is the exact same as AG6 on all actions. It is a simple fix to buff AG6.

AG6 gives you a +1 to pick up, catch, pass and dodge.

Now there is a reason besides it is cool to have AG6.

Wrong. AG5 is exact the same of AG6 ONLY passing. Dodge, pickup and catch are better than AG5 because there is no "1 AFTER MODIFICATION" is fumble. For Pickup, Catch and Dodge, only NATURAL 1 is an autofail
AG6 pickup in 2 tackle zones with a 2+, AG5 with 3+
Same for catch and dodge
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