TarquinTheDark wrote:
raymattison21 wrote:
which sends him into the RBs pattern. Eventually that would be three recievers in the same area.
Calling an overload in this game is asking to be intercepted. Sometimes you just can't help it in red zone scenarios.
To me that not calling an overload it ends up one because of the end route logic. Thats a bug to me. The wr1 ended his drag route after 10 or 15 yards. The logic at that point always seems to send them back in the other direction. It pays off , not under 4.5, but older codes I would rely on that drag route which turns into a giant zigzag route to the other side.
This end route logic doesn't favor the offense in most senerios . If the qb buys time and rolls right that deep slant could open up but the running back would continue down the sideline right to the same spot. .
Real life receivers should improvise a bit coming back to the qb looking for soft spots or reading the Dbs and going over the top. Our guys are going to predestined spots not matter where defenders are and qbs rarely scramble so all that might be for another release .
I think it really hurts certain schemes that highlight certain types of players. Here the offense is at a clear disadvantage once the route ends and the qb has to make something out of it..either from good coverage or good pressure by the defense .
Speaking For passing only these end route senerios / lack of qb scrambling are among my top five code offenders right now. It would/ shoulD get the offense at least 30 more yards a game, pending scheme application . They might throw an int too, but it's a boom or bust stlye.
Red zone seems equally hurt offensively or defensively by the lack of feild available . Almost if guys don't use or not use the sidelines to their respective advantages .