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Re: *** ANNOUNCEMENT *** Game engine 0.4 released!

By lellow2011
9/24/2016 2:44 am
eddiec27 wrote:

* The QB will now be willing to throw to a receiver other than the target he is locked on. This is a function of his experience + his field of view (the other receiver must be in his field of view for him to see him)

It's been 3 games into the new update and I don't notice any difference with the QB play. In fact, my QB (rated 86/88) is off to his worst start with 6 INTS. The QB is in the pocket with WRs/TEs running wide open in the middle of the field but the QB STILL throws the ball down the sidelines into double and triple coverage. I don't understand it.


I assume you're talking about CUST33? Looking at that QB he is a statue in the pocket. You're really going to want a more mobile QB in the current sim engine. I'm basically highly prioritizing Scrambling, Speed, and throwing accuracy for QBs and everything else is just gravy.

Re: *** ANNOUNCEMENT *** Game engine 0.4 released!

By eddiec27
9/24/2016 3:35 am
So his Field of Vision rating ( 99/100) is meaningless?

Re: *** ANNOUNCEMENT *** Game engine 0.4 released!

By lellow2011
9/24/2016 3:36 am
eddiec27 wrote:
So his Field of Vision rating ( 99/100) is meaningless?


I can't say that for sure, but I am very skeptical of how much that attribute actually helps.

Re: *** ANNOUNCEMENT *** Game engine 0.4 released!

By setherick
9/24/2016 5:59 am
eddiec27 wrote:
So his Field of Vision rating ( 99/100) is meaningless?


Quite frankly, yes. Here's why.

1) QBs take forever (>3 seconds and usually >6 seconds) to make a decision and throw the ball, which is pretty ridiculous given current NFL standards: (this is a few years old, but still relevant) https://www.profootballfocus.com/qbs-in-focus-time-to-throw/

2) Because of 1, your QB will be under pressure >60% of the time they throw the ball even if you have the best OL in the game.

3) Your QBs accuracy while under pressure is affected by his Scrambling ability. Because of 2, your QB will have to rely on this skill a lot. I mean, really, a lot. It's ridiculous how much he'll use "Scramble" in non-scrambling situations.

So, yup, 99/100 FOV on a QB with 11 scramble is meaningless. Probably the best QBs right now to find are the ones that have 90+ Scramble, Accuracy, and Speed, and maybe some decent arm.
Last edited at 9/24/2016 6:40 am

Re: *** ANNOUNCEMENT *** Game engine 0.4 released!

By raymattison21
9/24/2016 10:18 am
Very accurate assement. One thing to note, is the pass blocking mechanic has changed to more accuratly depick a speed rusher. Before DEs would engage with LTs and a pass block and strength were the main drivers would would win and the 100 speed DE would then chase down the QB.

Now when the same engagement occurs speed and accelleration have a minor impact in who will win that blocking engagement. Then the fast DE can run down the QB, but that happens way less now maybe a converted DT will get you now,but your interior line is tight. LT (i forgot his name) is slow too. A RT or LG maybe a C in my system.

Reallife 1st round LTs are more mobile than any other offensive line position. Center might be next dependind on the system, but generally they are smaller. I like accelleration to be high for that LT. 60's at least.

I am assuming he( man i forgot his name )was beat several times because of his poor mobility, but high pass block. IMO, he might have better luck inside or he needs help blocking on passing downs.

A converion to RT will allow him to be next to the TE alot. Keeping the TE in on pass plays allows for extra pass blockers on the strong side. If they are blitzing alot from there or have a beast LDE using extra bocklers helps nullify effects.

Still, you will have to game plan for that slow QB now. Shotgun sets, extra pass blockers like 2 and 3 TE sets the have blockers on the left tackles side that keep blockers in on pass routes.

All of this reallife stuff mattered before but it was less effective. Speed and scramble for the QB has been heightened, but that is to a minimuim of 50. Fair results have been seen by me and that is my weights for this jaded passing game right now, just because a 50 speed lineman will be in your face in 2.5 seconds, but anything lacking to help a slow QB will be exasperated as Setherick said plus three plus six second reads kills the passing game.

IRL the slow QBs go out of the gun or use quick 1, 2, 3 step drops. Not so sure that is easily applied here. No screens, hitch routes, creative stuff for the Elvis Grbacs of MFN.

But on the bright side if you can run and draw alot of blitzes i see the QBs read them and deliver on crucial third downs . Guys like yours, or guys with just a bit more experience are throwning to wide open experienced recievers. That did not happen before.

All just little tips ,but the plays you scout matter more now. Also, coaches ratings have in game effects. Still, very weak but i try to adhere to them. To me if scouting plays help stop over use of one play.....gameplaning around that now would increase the value of a balanced play knowledge for all players/teams. Slightly increasing the value of veterens too!

Its was alot of engine changes at once. If something is not working i would change it fast. Catching a team off guard is the bet thing you can do in this game. This new change has caught a bunch off guard. But if your D or O was intact and experienced already and you had a solid experienced O and D linemen i bet that team is sitting pretty right now.

But like many if your team grew to have a weak link some where, still being effective enough under the old code, it is highlighted now. Other things too! Peyton is slow but some games he throw 35 percent screen passes. You cant do that. For Peyton that is like 8/10 for 76 yards and maybe a TD. Way different numbers in the end, but even more important is once sacked it kills game play adjustment. Putting you in long senerios alot allowing for Defenses to tee off.

In 10 i switched to a fast QB , scramble matters but speed more, Hes young and more accurate and is playing worse statistically wise, but only 3 sacks in almost 60 pass plays. He doesnot kill drives.

The other guy was a first round bust with 38 speed and high scramble. His accuracy stayed lower but has all other skills. Routinely gets sacked in a pass deep offense. His QB passer rating is higher but hes also gets sacked 3 times as much. All most a snow ball effect of passing deep with 97 arm doesnt matter as much as an accurate QB just thrownin it up there in to coverage to a high courage guy with an accurate QB.

That is why i am saying if you can get this guy to throw tue ball cleanly he would be good. But the balance is tough. If something else matter for DBs/WR interactions a balance might be felt.

Re: *** ANNOUNCEMENT *** Game engine 0.4 released!

By lellow2011
9/24/2016 4:58 pm
Just reworked my player weights, I have a QB in MFN1 I had rated as a 94 overall, his rating is now in the mid 80s for the current sim.

Re: *** ANNOUNCEMENT *** Game engine 0.4 released!

By murderleg
9/24/2016 8:57 pm
setherick wrote:
eddiec27 wrote:
So his Field of Vision rating ( 99/100) is meaningless?


Quite frankly, yes. Here's why.

1) QBs take forever (>3 seconds and usually >6 seconds) to make a decision and throw the ball, which is pretty ridiculous given current NFL standards: (this is a few years old, but still relevant) https://www.profootballfocus.com/qbs-in-focus-time-to-throw/

2) Because of 1, your QB will be under pressure >60% of the time they throw the ball even if you have the best OL in the game.

3) Your QBs accuracy while under pressure is affected by his Scrambling ability. Because of 2, your QB will have to rely on this skill a lot. I mean, really, a lot. It's ridiculous how much he'll use "Scramble" in non-scrambling situations.

So, yup, 99/100 FOV on a QB with 11 scramble is meaningless. Probably the best QBs right now to find are the ones that have 90+ Scramble, Accuracy, and Speed, and maybe some decent arm.


My qb in mfn-6 has 100 fov but 59 scrambling.

He's one of the best players in league history without question.

Re: *** ANNOUNCEMENT *** Game engine 0.4 released!

By setherick
9/24/2016 11:42 pm
murderleg wrote:
setherick wrote:
eddiec27 wrote:
So his Field of Vision rating ( 99/100) is meaningless?


Quite frankly, yes. Here's why.

1) QBs take forever (>3 seconds and usually >6 seconds) to make a decision and throw the ball, which is pretty ridiculous given current NFL standards: (this is a few years old, but still relevant) https://www.profootballfocus.com/qbs-in-focus-time-to-throw/

2) Because of 1, your QB will be under pressure >60% of the time they throw the ball even if you have the best OL in the game.

3) Your QBs accuracy while under pressure is affected by his Scrambling ability. Because of 2, your QB will have to rely on this skill a lot. I mean, really, a lot. It's ridiculous how much he'll use "Scramble" in non-scrambling situations.

So, yup, 99/100 FOV on a QB with 11 scramble is meaningless. Probably the best QBs right now to find are the ones that have 90+ Scramble, Accuracy, and Speed, and maybe some decent arm.


My qb in mfn-6 has 100 fov but 59 scrambling.

He's one of the best players in league history without question.


I fail to see how this is relevant.

1) It looks like 6 is still on v.3.2 so any comparison here doesn't really matter since QBs in that version stare down WRs. This is a complete tangential counter argument to whether scramble makes FOV meaningless. FOV was meaningless in v.3.2 for different reasons.

2) There is a huge difference between 59 and 11 in any attribute that directly impacts game play.

3) Your QBs arm strength suggests that you've run nothing but short passes, which I agree is the smartest offense in the old code. This means he's getting rid of the ball fairly quickly (in game terms in 3-4 seconds), so he shouldn't be getting pressured as often anyway.

Re: *** ANNOUNCEMENT *** Game engine 0.4 released!

By murderleg
9/25/2016 4:37 am
setherick wrote:
murderleg wrote:
setherick wrote:
eddiec27 wrote:
So his Field of Vision rating ( 99/100) is meaningless?


Quite frankly, yes. Here's why.

1) QBs take forever (>3 seconds and usually >6 seconds) to make a decision and throw the ball, which is pretty ridiculous given current NFL standards: (this is a few years old, but still relevant) https://www.profootballfocus.com/qbs-in-focus-time-to-throw/

2) Because of 1, your QB will be under pressure >60% of the time they throw the ball even if you have the best OL in the game.

3) Your QBs accuracy while under pressure is affected by his Scrambling ability. Because of 2, your QB will have to rely on this skill a lot. I mean, really, a lot. It's ridiculous how much he'll use "Scramble" in non-scrambling situations.

So, yup, 99/100 FOV on a QB with 11 scramble is meaningless. Probably the best QBs right now to find are the ones that have 90+ Scramble, Accuracy, and Speed, and maybe some decent arm.


My qb in mfn-6 has 100 fov but 59 scrambling.

He's one of the best players in league history without question.


I fail to see how this is relevant.

1) It looks like 6 is still on v.3.2 so any comparison here doesn't really matter since QBs in that version stare down WRs. This is a complete tangential counter argument to whether scramble makes FOV meaningless. FOV was meaningless in v.3.2 for different reasons.

2) There is a huge difference between 59 and 11 in any attribute that directly impacts game play.

3) Your QBs arm strength suggests that you've run nothing but short passes, which I agree is the smartest offense in the old code. This means he's getting rid of the ball fairly quickly (in game terms in 3-4 seconds), so he shouldn't be getting pressured as often anyway.


Though it had switched over. My mistake. I thought they all had it by now tbh. I apologize.

My point was that FOV isn't useless with low scrambling. 59 and 11 should both ****, 11 should just **** a lot more. I now realize this is irrelevant because the league hasn't switched yet, I didn't know was the case when I made the OP.

I didn't throw all short passes. I called long ***** at about .65 - .75 of the medium *****.

In my opinion FOV is not something that should be game changing. Look Off Def. should be much more important.

Anyway, I see your point setherick, and good luck during these upcoming seasons in 1 and 75.
Last edited at 9/25/2016 4:41 am

Re: *** ANNOUNCEMENT *** Game engine 0.4 released!

By raymattison21
9/25/2016 1:45 pm
murderleg wrote:
setherick wrote:
murderleg wrote:
setherick wrote:
eddiec27 wrote:
So his Field of Vision rating ( 99/100) is meaningless?


Quite frankly, yes. Here's why.

1) QBs take forever (>3 seconds and usually >6 seconds) to make a decision and throw the ball, which is pretty ridiculous given current NFL standards: (this is a few years old, but still relevant) https://www.profootballfocus.com/qbs-in-focus-time-to-throw/

2) Because of 1, your QB will be under pressure >60% of the time they throw the ball even if you have the best OL in the game.

3) Your QBs accuracy while under pressure is affected by his Scrambling ability. Because of 2, your QB will have to rely on this skill a lot. I mean, really, a lot. It's ridiculous how much he'll use "Scramble" in non-scrambling situations.

So, yup, 99/100 FOV on a QB with 11 scramble is meaningless. Probably the best QBs right now to find are the ones that have 90+ Scramble, Accuracy, and Speed, and maybe some decent arm.


My qb in mfn-6 has 100 fov but 59 scrambling.

He's one of the best players in league history without question.


I fail to see how this is relevant.

1) It looks like 6 is still on v.3.2 so any comparison here doesn't really matter since QBs in that version stare down WRs. This is a complete tangential counter argument to whether scramble makes FOV meaningless. FOV was meaningless in v.3.2 for different reasons.

2) There is a huge difference between 59 and 11 in any attribute that directly impacts game play.

3) Your QBs arm strength suggests that you've run nothing but short passes, which I agree is the smartest offense in the old code. This means he's getting rid of the ball fairly quickly (in game terms in 3-4 seconds), so he shouldn't be getting pressured as often anyway.


Though it had switched over. My mistake. I thought they all had it by now tbh. I apologize.

My point was that FOV isn't useless with low scrambling. 59 and 11 should both ****, 11 should just **** a lot more. I now realize this is irrelevant because the league hasn't switched yet, I didn't know was the case when I made the OP.

I didn't throw all short passes. I called long ***** at about .65 - .75 of the medium *****.

In my opinion FOV is not something that should be game changing. Look Off Def. should be much more important.

Anyway, I see your point setherick, and good luck during these upcoming seasons in 1 and 75.


If i understand the mechanics correctly. There is only two reads per resdistribution of the QBs pocket. Or maybe two reads and then one read per QB redistribution.

The old code had one per. I think...

The play called dictates the primary recievers based on name and play depth?

That first read has a pattern where throws go some where and some of it is based on FOV and how open your various targets are?

I see it as much more complicated, but more recievers that are legit has to have a benefit from having a high FOV.

The game does seem to look out side in with at least two reads in his visions path..... so to me that would be the games logic for deciding targets? After the pocket breaks down this process is repeated?

So, there is actually multipule reads happening on multipule levels during most pass play over 3 seconds? Or i am getting way too creative here.

When dump off are calculated in has to do with FOV. Right?

There are not many concrete stuff on this as i have been throwing the ball up there in all leagues as a general stragety from my game inception and doing well with low rated players routinely.

Maybe a better question is does FOV work like this?

Probaly need some other skills too but a savey veteren QB will do this every time.

The D is blitzing and safties are cheating up. The coordinator knows its time. They call a play where a clear mismatch is there. Most likely a slot, TE or RB sneaking out by selling another look and then bursting down field. In a split second the LB or Saftey is in recovery mode.

All that is key but what should truely dictate is the QBs FOV. He maybe lookin left but in his gut he knows his man on the right has a beat on coverage. True , look off should matter there and accuracy too!( how many time do bad/ young QBs blow that golden opportunity)

And i swear i see that sometimes here under the new code. With regularity, it just might be with an accurate guy. Cause that is all i use for QB.

Last season i cut a guy with no accuracy(50 in my book) but intangables and a division foe picked him up. It was neat to see him do well against my high pressure good D. I mean he is a D rated player in my book and maybe C under defaults. So they lost but he seemed to read the blitz well. IMO. In other words maybe accuracy for shorter routes while reading the blitz doesnt matter too much under this code.

Also, i am noticing a difference in the Brees's and Rodgers's in the deep game while under pressure, but speed is too valueable skewing effects to make me want at least a 50 speed QB if not more. As that is pretty standard for D linemen too.

Still to me all this goes back to DEs not following a basic rule. Do not let anyone get outside of you. I know the gamecenter is a visual, but once that QB steps out side the tackles the play is now a scramble. The play has brokedown and no olinemen should be charged for a sack. Once past 3 seconds that sack is charged to the QB.

Plays are designed to see almost all possible targets before that time frame. I am not so sure that happens here? Yes FOV should be in use after on the scramble too, but to what effect? Underneath guys are open far too often while the QB is still in the pocket.

This is why the game is favoring mobile QBs. The code allows the D to get too close in the first place before the QB decides. His is rudementry and fundemental to a teams success.

NFL Scrambles happen on average about 15 percent of plays. Half of them happen due to coverage or pressure. Under 3 seconds is how long it takes bigger guy to press the middle or an edge rusher to press the outside on a busted block or missed assignment.

The D is close in that measure here. They get there quick like they are supposed to, but with the QBs decision to roll out instead of read the whole defense stand tall and make a good throw to the wide open underneath guy is lost.

Sometimes he stands tall and takes a sack when 3 underneath routes are open. If he D gives it to you that easy even the worst QB would take it.

We need way less scrambles and better reads in the pocket for quicker throws. But when they scramble the defenders need to be more intuitive too. Have their assignment be both.

Dont bail completly on your coverage assignment just in your line of sight have where the ball is at, you ,and your defender on an invisible rope so you can pouce either way.

Cause right now once a QB is outside the Tackles I dont know what will happen. Except having speed help create space allowing for more accurate throws. Plain and simple. Bonus if he takes off , but good luck fast linemen are the benefit now instead of just fast DEs and blitzers. Still, i am happy where we are at compared to before.

Just not over yet. These are some of the most detailed posts on he passing game that are up to date. Still the good samples sizes are small as most leagues are a season or two in.