WarEagle wrote:
It was then removed and for all intents and purposes replaced with...nothing.
So, OK, didn't want to get into this argument, but here we go anyway. I'm not a fan of the current implementation of Overuse. But I think it highlights a few key things that are wrong with the game AND it could work, maybe, if some things were different.
1) It does override your defensive key to the appropriate key for the play. -- The short coming is that keying doesn't do that much for you if the team your play has superior athletes (read Speed).
2) It gives a boost to your non-athletic (read Speed) attributes. -- The short coming is that there currently too much of a disparity between athletic (read Speed) and non-athletic players.
Both of these could potentially be solved through player generation. Here's how:
1) Generate a lot more players that are athletic, but fewer that have good non-athletic attributes. So more 90 SP RBs with really low BC. Or more 80 SP LBs with poor tackling. Or more 100 Intelligence QBs with average Accuracy.
2) Since #1 will level the athletic portion of the playing field, overuse becomes more meaningful. Your opponent has run the same blitz 10 times. Well, now your 90 SP, 20 BC RB is now a 90 SP, 100 BC RB because he knows exactly where to move on the field. And all of your blockers are now 100 Run Blockers.
The problem is, right now, this may still not matter. Why?
Because how defensive and offensive alignments actually work, LBs blitz gaps where there is no one. And if you send 6 or 7 on 5 or 6, that 6 or 7 is going to win anyway.
BUT with improved QB accuracy and reads, it's also possible to put together an offense to specifically counter teams that blitz 2. Play sets that force your opponent to run those blitzes and pass 80% of the time. Will you give up a sack? Sure. Will you torch the other team? Sure will.