WarEagle wrote:
Is this still an issue or has it been addressed?
Thanks
Back when you still played the blitz still worked . Around the time you left the overuse penalties had to be strengthen to a high level. As a lot of the discoveries were alarming. But it was there in the first place Only to make up for other parts of the code that was lacking.
The compromise was to penalize all offensive plays and blitzes only. So when I threw long every time with three plays by the time the second half came the strategy was completely neutralized. Same when when I blitzed one and kept one in deep zone. By far the most overpowered defense then as there was several options to keep play counts down but produce monster stats
Still, the level that blitzing effectiveness was lowered alot and almost forced teams to stop blitzing all together vs the pass. . As one could run 10 different blitzes 4-8 times a game and get at least mixed results. 70% blitz schemes were almost viable but suspect to big plays
Like blitzes ....Offensive plays take the similar penalty which is actually a boost the the other team. Not an actual lowering of the offenders skill but a raising of skill they are facing. Scouting plays and familiarity plays a part in how quickly things are recognized.
Some where in that time select ratings have been made parabolic . Making a higher rating further from a lower rating. Combing these two made play abuse a bit more powerful as one could see effectiveness after 3 calls on a select play. There is indication in the play by play verbage that signifies a possible different outcome which you are almost guaranteed to see after 10 calls of a single play.
All of this has made play selection a chess match of numbers but gained a desired effect of lowering an all blitz , all long pass, all run week side scheme...... almost making them a thing of the past.
Now that history has been laid down let us move on to the new exploits, which is what’s being touched on here by gdad and admiral. (I think)
Having a slight effect on general play effectiveness was that the passing code was almost completely rewritten. This has reads and such changing. Things like QBs don’t run anymore and now there’s almost some plays that out preform others that has made a select few better than others.
Now Pass defense has bump being an example of hand fighting during the route slowing guys a lot muddling reads even more. Another thing that made certain plays better ... well depending on the offense you like but passes deeper and to the outside we’re far a few inbetween .
All this has made it a bit easy to stop the pass with play that are not broken, Missing assignments or and unbalanced level of zone effectiveness compared to man. This had has stats swinging widely even with the play overuse keeping the others areas described earlier in check.
Two real years on this code caused owners to evolve and find new ways to win . A punt block bug was mastered changing out comes and what’s discussed here is a play in the 46 defense where the LDE was unblocked almost every time as long the gap in speed caused by a players weight was large enough.
It’s an Unpenalized call because is from a base defense which comes from only 3 or 4 different coaching styles but guys finished the season with over 8 sacks a game by one player. The offensive calls kept taking penalties but not this base call.
Another thing was The Unpenalized base call and had it doing well is the 43 with the LBs In the zone flats. They really are playing a deep curl which effectively shuts down the passes to the backs in the flats and the slant pattern which kills in this version of the the passing code.
The rewrite of passing algorithms combined with abuse penalties and lack of deep outside production has made base defensive schemes too powerful vs the pass. Which has people wondering where the over use penalties went. They were just never there as 4.3 didn’t have these tweaks to the level they are now.
Run the 46 play to disrupt certain plays and the 43 flats play to disrupt others . In clear passing situations run a play out of quarters to shut them down. Rule in blitzes here and there to stop the run and you have a simple recipe for success.
Jdb acknowledges that the play overuse penalties are temporary so I am looking at future code change to balance things out. Currently beta has tweaks to shut off the punt block and the 46 bug which look promising as those two were the worst of the most recent general release (version 4.5)