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Old 02-04-2020, 10:02 PM   #16
Habitant4Life
Minors (Rookie Ball)
 
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Join Date: Feb 2020
Location: Cape Breton
Posts: 23
Quote:
Originally Posted by Spartacus70 View Post
Hope every had good hollidays.

Please, someone in the dev team can answers to me about it.

Because for now I cannot play historical games with satisfaction, the fighting level and the intimidation factor are not really in the game (or at best at the level of modern post 2010 area).


I resume my concerns :
1- Goon and Enforcer tactical roles are not just identicals, but useless since the score of the agitator role is always higher (exepted for players who cannot play hockey, but in this case the AI will never put them in the lineup).
2-No way in the tactical selection to influence the involvement of your players in fighting.
3-The AI cannot dealed with more aggressive tactics (no more than 4/6 in aggression slider).
4-Still some strange situations where I regularly see a player with AGG/14 and FIGHT/13 in the leader board for PIMs, and Schultz like players barrelly tresspassing the 1PIM per game barrier.
Yeah, I find it strange how every enforcer is essentially useless/defaulted to having higher role scores in agitator. Agitators are nice to have, but when did Bob Probert look to get under someone's skin? Or Derek Boogard? Those guys were there for one reason and one reason only, to step up and protect their teammates when the time called for it.

As it is, I feel like the game heavily favors offensive play, even in historical seasons where trap defense and physical players dominated the game. It's a bummer, because I think it's a great game regardless, but I would love to see the physical aspect of hockey be well-represented in FHM.
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