all WRs well covered, plenty of time to run. 2 lb's in the middle, but so. much. room available to decrease yardage lost - or even a possible yardage gain.
Clearly no throw options, absolutely qb run options.
Good catch, good topic, add QB scrambles to the fix it pile.
The AI, upon any breakdown of any user play or any play called by the offense during the predetermined order of operations should always seek a positive net yardage.
Although a positive gain may not ultimitely be realized, the AI should make the effort after following through all existing and pre-determined outcomes.
The code hit an endgame without an end result of seeking a positive yardage result.
Seeking positive yardage as the final "Z" - or last option is, obviously, not coded.
Thus, QB is stuck.
It is important to understand the QB AI has already directed to a QB scramble, refused/failed, and did not return to a QB scramble in the check down cycle (yet continued to do WR checkdowns and countinued to loop WR checkdowns without any further QB options).
In the above case, with all WR covered through 2 checkdowns, the code should funnel into either A: throw to sideline or B: QB scramble.z=(A or B)
Everything went perfect according to 4.6 code.
Which ought to underline how bad 4.6 is.**IN case the defensive play familiarity bug was not enough, already.**There are no "qb throw aways" to the sidelines in MFN to prevent a loss of yards, nor is there more than one opportunity in the code cycle for a qb scramble.
~CSB remebering post - post to unsubscribe from the thread and having to edit yet a billionth time to correct it so I don't get MFN EMAIL SPAMMED> UGGGGGGGGH!
FIX this ****.
Last edited at 11/30/2022 12:18 am