It's depends on what keys the the defense calls and the rolls, but with play overuse and outcome is what I see as being distorted.. That game was 12 of the same runs.
No key
No Key
Pass key then the rest run keys in that order . Alot of the runs were 3rd and 1 so I would think the defense would be in a run key any way. One 1st and 10 could be debated...
Many have remarked on this. I don't think 2nd half has anything to do with it except play counts are near 5 by then. I have ran the same play 12-13 times a game and still averaged 4+ ypc, but it does get stuffed more often toward the end of the game due to keys/overuse/scouting/balance.
Guys aRe more tired then, so a maybe a .5 difference is making all the difference with end results due to parabolic changes/current code.
I see a balance but guys are saying gameplanning is cookie cutter in design . Overuse would do that by limiting effective plays the more it used. Adding correct keys would amplify things, especially with a sensitive code.
I like the idea of keys trending with overuse, scouting, and balance , but that general overuse penalty should be loosened up then. If that s how it works ? Or play with those 3 to find a balance ?
I see speed being highlighted throughout the code because skill ratings nerfed due to overuse. I like the concept to stop what it was designed to do , but other parts have been updated and I think the general overuse applications should be loosened if anything .
It would be nice to see a LB get double digit sacks again . Or see if I can abuse the long pass vs. A correct defense call. Most times . My tests for 4.5 had us go up 35 and then lose. The big switch was seen at halftime with play calls near 10. Still, that team had 8 guys in the box all game and it stifled the long passing game , because of the overuse penalty . ..not only keys...if I am understanding this correctly .
I think it relates here only cause its play counts not necessarily scheme vs. scheme. Which should matter more. With man light years beyond zone plays are slim pickings and the passing numbers are completely different when those two schemes are applied vs. The same offense.
Overused plays let up the most yards , then zone then man/zone. It's that simple. Moslty cause of how abuse has forced teams to balance things out. No matter the formation or scheme or players skill for that matter. Just speed matters if your not balanced . It's a small window but there.
For some reason I think changes here might have drastic /beneficial effects . As play abuse for some reason got stronger with the 4.4 and or 4.5 release , but this make some sense to why?