raymattison21 wrote:
setherick wrote:
raymattison21 wrote:
I think this is what stops those long passes that I was glitching years ago. Same with the drops and knockdowns. Coverage is too tight which increases the chance for those. And really we are only speaking of outside man coverage schemes.
I still don't think your long pass strategy would have worked outside of MFN-1 where (1) 50% of the teams are running zone, which does not happen in veteran leagues, (2) teams were running slow, technical DBs (which doesn't happen in veteran leagues), and (3) teams were not effectively blitzing (which doesn't happen in veteran leagues).
I think it was a singular observation based on bad data and a bad inference was made from it and it largely ruined the game.
There was a point where I would have agreed but the speed gaps were there in that code. Parts I was completing them then with abuse around the tenth play the results completely reversed .
I think that’s where we left off. Even before then I like where they code was at. I think beer loud was stopping it with good calls.
That defense had really slow dbs and blitzed every time but by ten times of one play skills didn’t seem to matter. Even speed.
On an abuse note......I ran the 3 wr counter 20 times for 120 yards in 4.6 . It was by mistake but a better defense call would have shut it down. It’s a similar scenario where plays matter but how much should they matter when called a lot.
There should be a fine line between being 'well-drilled' and a Defense working it out. In reality, how many times per game do teams run the same play? There are people out there who only put passing plays in with a slant option. A good defensive coach would quickly counter that with plays that disrupt that route or position players to 'jump the route' with an interception or double/triple team that specific route to force the QB to throw elsewhere.
Just as a team that runs the same blitz play over and over will find the QB adjusting with screens, dumpoffs, scrambles etc.