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Main - General MFN Discussion

Re: WR / CB speed thing

By TheAdmiral
2/08/2022 8:43 am
raidergreg69 wrote:
TheAdmiral wrote:
@CJFred

From existing leagues with the 100 setting for injuries, WR at RB generally start the season well with a high average yards per carry. As the season goes on they generally either get injured (often serious injury) or their efficiency tales off.


Is there any data/stats to back this claim up or are you just saying what you think we want to hear?


Just from following the reported stats. I don't have many owners who utilise this strategy (Smirt when he was there and a few others).

RB's generally get between 4 and 5 yards per carry, WR's can average over 6 but the more carries they have in a season sees the average come down to a similar level as the RB's.

There are caveats, the WR needs to have the right attributes and good blockers. Personally I use a WR out of the 122, 221 or 230 sets (via overrides) and don't select any inside runs from those sets. It has the bonus of getting dumpoff passes into the hands of a WR as well.

If you overdo it, it becomes less effective, like much of 4.6 you need to strike the right balance. Running a WR over 10 times and running up the gut are not advisable (my opinion) as it's only a matter of time before the injuries kick in.

Re: WR / CB speed thing

By raidergreg69
2/08/2022 8:52 am
If using an underweight player resulted in more frequent injuries we wouldn't have needed to make custom rules in 4.5. We would let people use 191 lb CBs on the front 4 on punt blocks. I hear your words and the words of others regarding injuries occurring more frequently for underweight players but to my knowledge, nobody has presented any evidence this is true.

Re: WR / CB speed thing

By TheAdmiral
2/08/2022 8:59 am
Smirt211 wrote:
He'll pull up the one season where I came in HOT and went to the Conference Finals with a team I just picked up (Victory) but got banged around like a pinball machine with my play makers. Ray and Admiral cried tears of joy as my play makers got injured. (3 elite ones) What they fail to realize is a) I vary techniques based on league rules and when peeps get vocal challenging me and b) I break records left and right with my play makers. (i.e. see the short time span I got Gold leading in misc. TDs for the entire league existence of MFN-7)

https://www.youtube.com/watch?v=6Y1Emb7Jyks




I'm not having a dig, just saying that as the owner that utilizes this strategy most often you will have the best knowledge as to whether injuries kick in hard from doing this.

It's a strategy I use (outlined above) and have done so for a long time. It would be hypocritical for me to complain about anybody doing this when I do it too.

What I don't like to see is owners stacking up with 15 WR and 15 CB on a roster. I would rather there was a limit to the amount of lightweight players on a roster.

4.6 has gone some way to address the balance as there is now a benefit to having larger, heavier players. (Notably Blocking and Sacks)

Re: WR / CB speed thing

By Mcbolt55
2/08/2022 9:00 am
My experience is very limited, but I feel I’ve seen more injuries to “overweight” players as they try to shift positions.

Re: WR / CB speed thing

By TheAdmiral
2/08/2022 9:07 am
Mcbolt55 wrote:
My experience is very limited, but I feel I’ve seen more injuries to “overweight” players as they try to shift positions.


It's a balance thing. Heavier players get gassed quicker so need to be rotated more often.

Re: WR / CB speed thing

By Action-Jackson
2/08/2022 9:41 am
Smirt211 wrote:
....and AJ you did a drop in/sneak attack on me and expected to compete? Really.

You lost. Didn't need to main board it.


Well this is what I wrote so I'm not sure how you came to that conclusion.

"I don't care that I lost in the least, I have no idea what I'm doing as I'm new. All I'm trying to do is learn the game. If I can't figure out how to have some success I won't keep playing. I'm disappointed in the game mechanics that allow this to be an advantage."

I like the potential of the game but the community is frankly a bummer. I play several games like this and the communities are all great, too bad.

Re: WR / CB speed thing

By TheAdmiral
2/08/2022 9:44 am
raidergreg69 wrote:
If using an underweight player resulted in more frequent injuries we wouldn't have needed to make custom rules in 4.5. We would let people use 191 lb CBs on the front 4 on punt blocks. I hear your words and the words of others regarding injuries occurring more frequently for underweight players but to my knowledge, nobody has presented any evidence this is true.



I'm not going to waste my time proving this one way or the other. Perhaps Setherick can produce some sort of algorithm that can do it automatically. I don't know how you'd even go about it to be perfectly honest.

You can still put lightweight players on the line to try to get a punt block, they'll get through on occasions and will get to the Punter if his timing is less than 75 but the blocking is better, which means your guy is going to take more hits over the course of a game. More hits = more wear and tear = more chance of getting injured.

OL and DL probably get the most injuries in MFN, as they are crunching into each other on every play, you need to have the depth to rotate them or they will get gassed and/or injured.


If you're in a league with a low injury setting and the majority of teams going lightweight, I would anticipate you see less injuries and more sacks.

Re: WR / CB speed thing

By Smirt211
2/08/2022 10:12 am
I'm not going to dive into my secrets, but...

I took those Victory injuries because I was playing the game wrong. (didn't have v4.6 figured out) I do now.

RB Injuries:

a) 1 runner system. Make a 1-backer work hard and with each carry I can get to him; deeper you go carry amount # wise - the deeper the dark, turbulent waters.

b) consistently calling the same running play and/or hitting up against a powered up defensive dice roll where the match-up of play on play puts the d in place to crunch the run.

...and yeah, you're right, I've been doing it ever since I adopted the CB/WR @ RB running strategy. You can't hammer inside on the interior except and I won't get into it since I benefit on two ways mashing inside. 1 ya'll know (obviously), the other is more discreet to make MAN OLB Flat Zone my b*tch. LOL Oh, I hate the play.

Mmm, CB - 1 outside run in the 2RB/3WR and 113 sets is where it's most effective. Ya'll have to decipher which one in each. I can't give it all away.

WR is more liberal. Wide spread it with multiple ball carriers and be careful with produce placements.

But, wait, I just fling WRs @ RB with no thought and I **** at the game. :P

Re: WR / CB speed thing

By Cjfred68
2/08/2022 11:06 am
TheAdmiral wrote:
@CJFred

If injuries are set low (as in Big Data, Death and Destruction and the early years of my own Beast Mode league) there is little/no jeopardy to playing WR at RB. From existing leagues with the 100 setting for injuries, WR at RB generally start the season well with a high average yards per carry. As the season goes on they generally either get injured (often serious injury) or their efficiency tales off. Probably best to ask Smirt about this as it's long been one of his strategies.

Theoretically, the way to stop people doing this is to turn the injury setting up. This would mean the cumulative effect of lightweight v heavier players would kick in faster (across the board) and possibly force owners to dredge the free agent pool and use IR.

I don't think any league has ever turned the injury setting above 100. I think it would be an interesting experiment to try to find the sweetspot between the two. I think it's close to the ideal right now. At present I would say if you use WR at RB five to seven times per game on outside runs with lead blockers you can really boost your production.


That's not how injuries work! JDB proved that when he added the injury slider. It's a simply RNG for every player, every play. The injury slider changes the chances of injury.

A players weight isn't a factor....period. You may hope it matters, believe it matters and want it to matter but it's not part of the equation.

Just because I created the Death & Destruction League with a 0 injury rate doesn't mean I know nothing about injuries...trust me....I did a deep dive Into injuries because I had a bunch of owners crying about them all the time.

I know exactly how many injuries with happen every week based on the injury slider setting. It's a range but it's always within 10 injuries of the average for each setting.

I have 2 leagues playing in season 21 & 22 and I've already been down this road. Don't believe me...that's fine...ask JDB if a players weight factors into injury. Maybe he will even tell you the truth.

Injury is calculated by fatigue/current health/injury slider and determined by a RNG. I'm fairly certain JDB has an injury cap set in every game week because you can set your clock by how many injuries occur every week.

Do the work...I've already done it multiple times and nothing has changed in 4.6 If you have a 100 injury setting then I can tell you how many players get injured every week on average.

I have leagues with normal injury rates because without injuries then depth and roster construction mean nothing. It really wouldn't matter if Death & Destruction had a 100 injury rate because I have 24 defensive players with at least 83 speed. In reality it probably improves my defense since I would lower my fatigue settings and everyone would play closer to their true speed. The same on offense since I have 15 playmakers with at least 84 speed.

I know you and Raymattison really want weight to factor into injuries and it certainly should but hopes and wishes don't make it so.

You can set the injury slider anywhere you want and I will just keep adding layer after layer to my offense and defense, use the proper fatigue settings and continue to win. Actually, the higher the injury rate gives me a bigger edge. I don't like streaming my offense thru 1 playmaker and subsequently rarely have league leaders in offensive stats.

Do the work yourself, sort transactions by injury and count how many injuries happen every game. If you don't average around 105 per week, assuming the slider is 100 then I will apologize and say I'm wrong.

Re: WR / CB speed thing

By TheAdmiral
2/08/2022 12:34 pm
Injury is calculated by fatigue/current health/injury slider and determined by a RNG


Fatigue is effected by a players weight, hence needing to rotate them heavily to avoid fatigue.

A WR v CB is going to have less impact on fatigue than a WR v DL. If a player is fatigued, his performance on field is less effective. So it has an impact. You've done the homework on injuries and I don't dispute that but the RNG is more likely to land on a player with poor fatigue/conditioning than one walking on for his first play of the game (yes, that can happen - just as in real life)