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Main - Beta Chat

Re: Beta update release

By setherick
4/18/2018 6:59 pm
setherick wrote:
It's commonly known that in 0.4.2, and every version previous, that DBs stop covering when a WR ends his route.


Are we any closer to a resolution on this?

Re: Beta update release

By raymattison21
4/18/2018 7:50 pm
setherick wrote:
setherick wrote:
It's commonly known that in 0.4.2, and every version previous, that DBs stop covering when a WR ends his route.


Are we any closer to a resolution on this?


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Gameplan:

CHEATER

Long pass blitz slb

1/19/2018 5:48 pm

I could find out in 6 hours .

Re: Beta update release

By raymattison21
4/19/2018 7:09 am
raymattison21 wrote:
setherick wrote:
setherick wrote:
It's commonly known that in 0.4.2, and every version previous, that DBs stop covering when a WR ends his route.


Are we any closer to a resolution on this?


Load Gameplan
Loading a gameplan will replace your offense, defensive, offensive plays, and defensive plays with the saved values.


Gameplan:

CHEATER

Long pass blitz slb

1/19/2018 5:48 pm

I could find out in 6 hours .





This play sums up alot wrong with the code . Though a dozen other "stop cover" incidents plagued the game. I saw little difference with or without a complete cheater book. My opponent blitzed over 50 % of the time . ..it was effective at times, but he should have played a little more deep coverage . Under this code I am ok with that balance . I actually like it....70 % blitz plans won't work anymore .

https://mfn1.myfootballnow.com/watch/7992#1449818
Last edited at 4/19/2018 7:10 am

Re: Beta update release

By setherick
4/19/2018 7:14 am
But it's plays like this that will continue to make 0.4.3 unplayable: https://mfn1.myfootballnow.com/watch/7992#1449748

100 M2M, 95 SP corner in M2M defense. Stops covering the 95 Route WR when the WR stutter steps. So basically all stutter step plays win, and elite CBs are useless. Makes sense.

Re: Beta update release

By raymattison21
4/19/2018 7:22 am
setherick wrote:
But it's plays like this that will continue to make 0.4.3 unplayable: https://mfn1.myfootballnow.com/watch/7992#1449748

100 M2M, 95 SP corner in M2M defense. Stops covering the 95 Route WR when the WR stutter steps. So basically all stutter step plays win, and elite CBs are useless. Makes sense.


We are in complete agreement there, but a safety in deep zone would increase the chance for a tackle after the catch . Possibly , but not likely the safety would have broke it up.

Numerous times the lesser reciever makes out under this code.....still not as bad as the old code .

Stilll, that play match up...ugly as it is.. generally is in favor of the top wr qb combo

Re: Beta update release

By setherick
4/19/2018 7:24 am
Not on that play. Safety zones are bugged. They don't actually cover the entire half of the field. They really only cover the space between the hashes. If a play is outside the hash, the safety isn't going to get there.

Re: Beta update release

By raymattison21
4/19/2018 8:21 am
setherick wrote:
Not on that play. Safety zones are bugged. They don't actually cover the entire half of the field. They really only cover the space between the hashes. If a play is outside the hash, the safety isn't going to get there.


Something is definitely wrong with Zone but here the fs gets in to position to prevent the throw to the wr2 on this play with one safety deep.

https://mfn1.myfootballnow.com/watch/7992#1449795


Too bad the wr1 beat the cb due to the stop cover, but I don't see why a cover two wouldn't do the trick....or at least leave the TE open up the middle .

Zone is next or soon on the docket. Guys got to get in to right position quick and not over commit.

I am not too concerned with the" stop cover " bug . It has to get fixed...at some point , but what I like....or want to maintain is the fact that heavy blitz defense doesn't shut down potent passing attacks with sub par fast defensive players .

To me that the big difference under this new code and the old is that one on one defense with two plus blitzes coming doesn't stifle the qb in to horrid choices , and make 60 cover guys with 90 speed look like probowlers .

I can't stand watching the old code...you know your run game will get stuffed cause it too easy to cover with crappy guys.

Right now elite wrs and dbs are playing more like elite wrs and dbs than ever. They all just look real bad when that "stop cover" bug hits them.

I had a 67 spd cb with 100 man get beat all game on post patterns to the inside by a guy who had sub route running skills. The "stop cover " bug looked prominent on those plays... as well as on TE plays. He torched elite cover lbs and safeties all game. The TE is slower, but has better B&R (even though they are not in B&R)

It was all game, on both sides...visually disturbing . ....it just when you solo up a cb and get beat deep ...most likely you will lose if that wr can out run everybody .

Just take the stutter out. Even though it happens under the old code too. So, I would rather get some safties to help deep like on the play mentioned but with a cover two .

Sounds as this bug might be hidden or unfixable right now. It has been here for ever....that's if I am understanding it correctly .

The play in question has always been a good one vs a lot of defenses. Really any flag pattern ...or fly pattern . ..the stutter just accentuated the problem ?

Re: Beta update release

By jdavidbakr - Site Admin
4/19/2018 8:32 am
I've got a better stutter response in testing right now, as well as fixing the power on long passes, but my completion rates are at <50% even on short passes right now. Once I have that fixed I'll push it into beta and we'll see how things shake out as we start the next season.

Re: Beta update release

By raymattison21
4/20/2018 7:20 am
jdavidbakr wrote:
I've got a better stutter response in testing right now, as well as fixing the power on long passes, but my completion rates are at <50% even on short passes right now. Once I have that fixed I'll push it into beta and we'll see how things shake out as we start the next season.


Manning up with a shallow cover one or two is really the best way to stop short passing. Yeah , some cover two zones . ....dropping extra dlineman back into shallow zones and flats works but so does having a great pass rush. One thing that doesn't is blitzing two or more.

Most teams that go deep complete around 60% of passes with an average depth of target around 10 yards..... while teams with 70 % + completion rate have an average depth of target (ADOT)below 7 yards.

This is the balance that need to be targeted . Without screens our ADOT might be a little higher but we throw plenty of dump offs here. Cover 3 and cover 4 zone will get beat with out proper spacing and rotating . ....so I see completion percentages being a bit higher as well....until zones are fixed.

I want that Tampa 2/3 middle linebacker getting deep to cover that deep middle third. Until zones are looked at with as much detail as man I don't expect completion percentages to be normal.

Re: Beta update release

By setherick
4/20/2018 7:33 am
jdavidbakr wrote:
I've got a better stutter response in testing right now, as well as fixing the power on long passes, but my completion rates are at <50% even on short passes right now. Once I have that fixed I'll push it into beta and we'll see how things shake out as we start the next season.


From what I remember, 50-55% in the alpha codes usually equals 55-60% in beta. The reason is because of how the default playbooks call plays. I would be cautious if alpha completion rates get to 60%.