To be honest, I don't really care about the 2D. I only use it to help trouble shoot why there are weird statistical anomalies. I could care less about what sprite is doing what, and half the time don't watch the film, but the film is useful when trying to figure out why a QB suddenly goes 3/37 and throws 5 INTs like we used to see a few years ago.
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Back on topic, what the actual **** is wrong with the play matrix and rules. I have my defensive game plan set up to call M2M, Zone, or Zone In on my LBs 90% of the time except in short yardage situations or against the 221 or 311. Last game in Beta-87, here's my play selection break down for normal defenses:
https://beta87.myfootballnow.com/log/1500Zone In - 13
Blitz 2 - 27
Blitz 1 - 5
M2M - 2
Zone - 1 <- Situational only, so not surprised this is so low.
So out of 48 plays, almost 60% were blitz 2 when 5% of them should have been in normal circumstances.
I keep saying this is broken. Infinity keeps saying this is broken. This is broken. Badly.
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raymattison21 wrote:
Nfl stats show an up tick of interceptions when pressure is applied . So, here if you Apply a blitz then interceptions go up. Yes, other generic factors apply as well but with blitzers b lining to the ball and cover guys picking it off . ...why not blitz ?
Looking at the latest change. Bad special teams game in mfn1 and 87s. I almost saw the opposite . Blitzing was destroyed by,long passes. Yeah once abuse penalties kicked in on offense yes blitzes produced interceptions but it is always late in the game.
So , I like the change, but I like change and want to see others experiences . It almost feels like stragety might be needed
I think the blitz causes more interceptions in the NFL is anecdotal based on commentators needing to have something to say about a game. The fact of the matter is that most teams are just not that good at blitzing. Here's a good statistical breakdown from last year:
https://www.profootballfocus.com/news/sig-stats-team-blitzingWhere teams get into trouble is when their QB gets under pressure, which doesn't necessarily have to be from a blitz.
The other reason that teams in the NFL don't blitz that often is because half the time you're going to get burned badly. Some QBs completely destroy blitzing teams by shift receivers into the gaps, read their hot reads correctly, or dump off the ball. Only some of this happens in MFN today.
From a code perspective, I think this all has to do with faulty player generation. Here's why:
1) Far too many QBs are generated that will hit 100 ACC and other key attributes. This is probably because people complain so much about not having good players in the draft so the draft has become overpowered. Not one draft. But cumulative drafting allows you to find a 100 QB in a few seasons.
2) Since there are too many All Pro, All World, All 100 QBs, you have to have something to differentiate them, so you have the "wobbly ball" code.
3) The "wobbly ball" code is too apparent in the code today. Too many times the QB throws a wobbly ball to compensate for the fact that the QB is actually too good for the game right now.
4) There are two paths to fix this:
**** a) Completely re-write player generation so very few players will ever achieve elite status. And then completely remove the wobbly ball code except when the ball is actually physically touched by a defender as it leaves the QB hands.
**** b) Remove the wobbly ball code, but make coverage be as strong as QB accuracy, so that 100 DBs are as effective in defending the pass as the QB is at making accurate throws.
Or, my preference, both. The problem is that rewriting the player generation engine is probably an entire release project. And a few drafts of average to mediocre players is going to make a lot of owners angry. However, it's the best way to solve many issues in the game without having to do bandaid fixes like wobbly ball code.
Last edited at 3/16/2018 7:20 am