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Re: [0.4.6] Version 13a8c36

By Ragnulf-le-maudit
5/16/2019 1:18 pm
raymattison21 wrote:
jdavidbakr wrote:
Basically the only change I made in this update was an attempt to eliminate the 'long pass nerf' as setherick loved to call it. What I am wanting to evaluate is: 1) does it feel like the medium and long pass game has returned (the #1 complaint about 0.4.5 is that the passing game went away) and 2) can it be exploited (are we back to an all-long pass game being overpowered)?

When a WR cuts and loses the defender, that is a dice roll of route running vs man coverage. If the defender wins that dice roll, he should stay with the WR pretty well.

QB pocket presence and scrambling is outside of the scope of this release, at least at this point.


That said I like it alot. If this were pushed in 4.5 feedback would have been different for sure. I thought we dropped like 1 out of 10 wide open long passes even though the stats had none.

#2 would need a larger sample to really find out. As I would like to see faster/better defenses spamming certain senerios along with different styles approach toward defending that long pass.

We threw no short passes . ..so personally it was hard to evaluate , but my bets are the long passing is over powered when compared to shorts passes in how effective they might be now.

But I will chalk that that up to reads , scrambling , and among other things....still reads act slightly different due to the tweaks made. Qbs are now throwing it deep (pending ratings ) so i see the timing of other routes/reads changing a bit .

As 4.5 seems to have plays were the qb almost always throws it to the same guy pending senerio . Wide open or even when they are triple covered . I didn't really see that too much here, but sample size.......As a season of stats accumulates it's kinda easier for me to see what numbers stand out . Then go back and see why that happened.

Last season a wr Barrett was targeted alot out of the wr1 position. 17 times in one game....Looking back he did using really only 2 plays. If that still here in 4.6 I am ok with it as long there's some balance of these "money plays". They were short routes and Barrett averaged less than 10 yards a reception so spamming those plays may not be the worst compared to say the flanker hitch busting 60 yards every time.


The sample is too small now, and the level of competition too uneven to draw conclusions.
The flanker hitich may need a defense meant to stop it specifically, and that would be ho-humif the gameplan was totally altered in fear of a specific play.
Last edited at 5/16/2019 1:28 pm

Re: [0.4.6] Version 13a8c36

By jouameng
5/17/2019 1:24 pm
Pre-Season Game 2
All pass plays.
33% Short, 33% Medium, 34% Long.
No Rules.
Only MISC change setting WR fatigue to 30%.

14 Short Passes
13 Medium Passes
13 Long Passes

QB's Combined: 50-87, 627 Yards, 4 TD's, 7 INT's, 1 Sack Taken, 73.94 QBR

Touchdowns:

Short Passes:
Offensive Play: Weak I Normal Skinny Posts
Defensive Play: 4-3 Under Crash Left
https://mfn1.myfootballnow.com/watch/9680#1761753

Offensive Play: Shotgun Normal HB Flare
Defensive Play: Nickel Strong CB3 Blitz Zone - Pass Key
https://mfn1.myfootballnow.com/watch/9680#1761822

Medium Passes:
Offensive Play: Singleback Empty 4 Slot Crosses
Defensive Play: Dime Normal Double WR1 WR2
https://mfn1.myfootballnow.com/watch/9680#1761767

Long Passes:
Offensive Play: Empty 4 Wide Spread Deep Corner Post
Defensive Play: Dime Normal Double WR1 WR2
https://mfn1.myfootballnow.com/watch/9680#1761778

Interceptions:

Short Passes:
Offensive Play: Shotgun 5 Wide Parallel Slants
Defensive Play: Quarter Normal Man Cover 2 - Pass Key
https://mfn1.myfootballnow.com/watch/9680#1761848

Medium Passes:
Offensive Play: I Formation Power Play Action HB Downfield
Defensive Play: Goal Line 3 Deep Man
https://mfn1.myfootballnow.com/watch/9680#1761741

Offensive Play: I Formation 3WR FL Post
Defensive Play: Nickel Normal 2 Deep - Pass Key
https://mfn1.myfootballnow.com/watch/9680#1761856

Offensive Play: I Formation 3WR FL Post
Defensive Play: Nickel Strong 2 Deep Man Under - Pass Key
https://mfn1.myfootballnow.com/watch/9680#1761887

Offensive Play: Singleback Big WR Deep
Defensive Play: 4-3 Normal Man OLB Flat Zone - Pass Key
https://mfn1.myfootballnow.com/watch/9680#1761906

Offensive Play: Singleback Empty 4 TE Corner
Defensive Play: Dime Normal Prevent - Pass Key
https://mfn1.myfootballnow.com/watch/9680#1761924

Offensive Play: I Formation 3WR FL Post
Defensive Play: Nickel 3-3-5 CB1 CB3 Blitz - Pass Key
https://mfn1.myfootballnow.com/watch/9680#1761930

Long Passes:

NEGATED BY PENALTY:
Offensive Play: Singleback Empty 4 WR Post Corner
Defensive Play: Dime Normal Double WR1 WR2 - Pass Key
https://mfn1.myfootballnow.com/watch/9680#1761905


Re: [0.4.6] Version 13a8c36

By Ragnulf-le-maudit
5/18/2019 5:32 am
Through two games, my QB1 is over 60% comp, with over 10 yds/attempt. It's way up from last season.
Of course, the average per catch of my WRs is clearly up.
There are a lot more medium and long passes, with the ball travelling longer.

Re: [0.4.6] Version 13a8c36

By raymattison21
5/19/2019 7:41 am
"QB pocket presence and scrambling is outside of the scope of this release, at least at this point"

I am in full agreement with this statement , still pa roll out is pretty bugged . In terms of sacks allowed further distorting numbers. But sack numbers/hurry are low in general . Things seem to be tied the strength of receiving corps/plays selection , and having a poor oline does make a difference . (I think a good passing blocking C makes the whole oline better ) Same goes for opponents dline ability .

But we have like 130 sacks and 160 hurries out of 1800 pass attempts . Nfl conversions would be 140+ sacks and at least 500 hurries. Still, qbs throw off the mark while moving in the pocket here, and with a hurry citation stats do go down for the qb. (I see a qb moving around, as around hurry here, and a hurry as a qb knockdown or qb hit. At least in terms of the effect it has on a qbs performance )

If sacks and hurries were up qbs stats would go down. We threw ok vs a pressure citation this preseason (like 5 att. In 2 games) . But our opponents probably have a zero qb rating.

I think that's why the spectrum of qb stats are swinging widely lately . I honestly think the offense should be overpowered based off this lack of pressure here. But turning up sacks/pressure doesn't relate cause good defenses then become over powered .

Hurries for Blitzers out of non dline positions are way down, but the defenses still do well at times even with the abuse penalty in . Which that nerf probably could be taken out , in terms of the effect pressure /sacks have on passing results if it were lowered , but sacks and pressure from blitzers were turned up to keep a balance .

The penalty allows offenses to do better when pressured. If qbs were pressured more but that pessure has less of an effect on them it would allow for the blitz penalty to be removed or lowered .

I think that effect of pressure could be touched on now, but one would have to pretend to the running qbs are not there. (In terms of stats ). Same goes for the blitz nerf . Allowing effectiveness only to certain level , cause blitzes do pretty good vs. The run without a penalty .

Re: [0.4.6] Version 13a8c36

By raymattison21
5/20/2019 4:07 am
https://mfn1.myfootballnow.com/watch/9699#1765643

https://mfn1.myfootballnow.com/watch/9699#1765655

https://mfn1.myfootballnow.com/watch/9699#1765697

3 blocked punts here. The guy was a rb, but one of my fastest players , and the punter had 71 kick hold?

Re: [0.4.6] Version 13a8c36

By raymattison21
5/20/2019 4:28 am
https://mfn1.myfootballnow.com/player/13220

This wr playing cb has ok general attributes and 57 patch catch. He's got 15 targets , 33 % allowed , 2int s ,1 td.

Decent play making skills for a sub 20 coverage guy, ..I don't do this switch cause he's got to be getting beat. My 80 coverage guys get beat, but is there a difference in the two or will patch catching really pick off more passes at this rate all season long . I have seen this in 4.5,as well.

Re: [0.4.6] Version 13a8c36

By JCSwishMan33
5/20/2019 6:20 am
jouameng wrote:
Pre-Season Game 2
All pass plays.
33% Short, 33% Medium, 34% Long.
No Rules.
Only MISC change setting WR fatigue to 30%.

14 Short Passes
13 Medium Passes
13 Long Passes

Did you happen to go a similar route for our game?

Re: [0.4.6] Version 13a8c36

By raymattison21
5/20/2019 2:04 pm
raymattison21 wrote:
https://mfn1.myfootballnow.com/watch/9699#1765643

https://mfn1.myfootballnow.com/watch/9699#1765655

https://mfn1.myfootballnow.com/watch/9699#1765697

3 blocked punts here. The guy was a rb, but one of my fastest players , and the punter had 71 kick hold?


The first one, snap to kick is above 2.5 seconds. What actually moderates that?

I see strength being distance /power for hang time
Accuracy is for not shanking it or for keeping it out of the end zone or bouncing erratically (mabye the latter is random).
Punt timing is for hangtime
Kick Holding is reserved for field goals.

I would like accuracy to be the ability to place the ball/kick it well...less shanks, more hang time, better spin and the ability to get the bounce to go your way. Kinda like the ability to hit the dime sized sweet spot every time.

Punt timing would be the ability to kick well while under pressure or not . Allowing for all the above described but with a possible minor step left or right that moderates the kick outcomes . This would help with punt coverage allowing the punter to get the best possible timed kick for the whole team.

Kick holding would help with snap to kick times on punts and FGs . Catching those bad snaps and getting the ball ready to kick.

Maybe avoid fumble or scrambling can get thrown in there just to moderate or help with the pressure . Never looked at a punters speed/acc. Maybe that helps.

I am just assuming how it works here. I just try to get 100s in punt strength , accuracy , and timing. Kick hold is great to save a roster spot.

Re: [0.4.6] Version 13a8c36

By jdavidbakr - Site Admin
5/20/2019 2:59 pm
raymattison21 wrote:
I see strength being distance /power for hang time
Accuracy is for not shanking it or for keeping it out of the end zone or bouncing erratically (mabye the latter is random).
Punt timing is for hangtime
Kick Holding is reserved for field goals.


Strength is the velocity range available, so yes, distance and hang time there.
Accuracy is used when attempting to pin a team inside tho 20.
Punt timing is the time it takes from the time the punter catches the snap until he kicks it. This is similar to Passing Release for QBs.
Kick holding is only used when holding for field goals.

Re: [0.4.6] Version 13a8c36

By raymattison21
5/20/2019 3:44 pm
jdavidbakr wrote:
raymattison21 wrote:
I see strength being distance /power for hang time
Accuracy is for not shanking it or for keeping it out of the end zone or bouncing erratically (mabye the latter is random).
Punt timing is for hangtime
Kick Holding is reserved for field goals.


Strength is the velocity range available, so yes, distance and hang time there.
Accuracy is used when attempting to pin a team inside tho 20.
Punt timing is the time it takes from the time the punter catches the snap until he kicks it. This is similar to Passing Release for QBs.
Kick holding is only used when holding for field goals.


Thanks!

That's the second punter with not elite punt timing, but this rb is 91 speed 78 acceleration at 6'4 218 pounds . A bit bigger than the dbs and wrs I have been seeing blocking kicks. Maybe height matters a little and he's a reserve so he wasn't tired.

But really the formula seems to be 90+ speed 70+ acceleration pplayers blocking kicks or getting real close vs. Sub 75 timing punters

He had a couple of close ones as the game opened up. I almost felt II would get one that game let alone 3. My depth chart switched some at the half and he didn't block anymore . Came close sometimes out of the LDE , but was playing RB then too. So maybe he was tired some.

But I just set my fastest players at the first slots of the depth chart. I think it was 2 RBS and a DB and wr. None had pass rush,

This is my first attempt with this style and I will try again next game.