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[0.4.6] Version e9a5a849

By jdavidbakr - Site Admin
9/24/2019 7:44 pm
After running tests the numbers seem to be even more in line with the NFL averages. Time to throw some real people at the code.

Just to refresh, the changes are basically:

* No more distance penalties for catchability. Defense seems to be effective enough now. Would love to see some experimentation with heavy long pass game plans to see if this can be exploited, and if so, some analysis about what you all think is happening.

* QBs should be less likely to throw into coverage early in the play. This appears to also result in an increase is sacks closer to the NFL averages. Again, interested to see how different defensive strategies impact this part.

Re: [0.4.6] Version e9a5a849

By setherick
9/24/2019 8:10 pm
jdavidbakr wrote:

* No more distance penalties for catchability. Defense seems to be effective enough now. Would love to see some experimentation with heavy long pass game plans to see if this can be exploited, and if so, some analysis about what you all think is happening.


Trust me I got this. I've been waiting to unleash a long passing attack where the QB read the under routes for ... approximately ... four years.

Re: [0.4.6] Version e9a5a849

By setherick
9/25/2019 7:35 am
The real question is whether the FL Hitch exploit is fixed or if someone can just build a game plan around that play and throw for 10,000 yards.

Re: [0.4.6] Version e9a5a849

By raymattison21
9/25/2019 10:41 am
setherick wrote:
The real question is whether the FL Hitch exploit is fixed or if someone can just build a game plan around that play and throw for 10,000 yards.


I would like to call all slants pretty exploitable but sensitive is a better word , just cause its low end is 70 yards per game or 1000 yard season . Still, some other leagues might have a bunch of 90+ speed WR's and will be facing slow dbs combined with blitz schemes which is sure to blow numbers up.

Dbs, especially a safety jumping the route and missing badly is in the code. Those attempts to make a big play needs to be reserved for underneath routes on a more regular basis . If you have no deep help that good position the safety already had shouldn't be lost so easy .

Last season changes tightened that part up with tweaks in the attempts the players blew bad and having zone defenders react to off ***** quicker than a guy in man. Still, my wr Frese would have monster games vs. slow dbs and several teams held him under 70 yards but they were alot faster.

Essentially , we are trying to maximize slants, by not overusing them only because the play abuse penalties are powerful and it makes having the right head coach a bit more vaulable . Still, I just want slower dbs with elite coverage to slow it down a bit better because 10, 000 yards might have shot if a general release was to happen now.

Changing reads has to do something . ...maybe less forced passes equals less targets for the wr2 . My wr3 rivaled my wr1 in targets and my wr 4 took a decent amount too, but I was trying to limit passes to the TE due to the forced reads. Thier targets were pretty high this past season too .

Some plays had almost automatic reads, same ones everytime, if coverage was similar and the wide open guys would almost be ignored everytime as well. I will be,looking at that closely as I think those deep passes will be handled with the right speed players and a good defense play .

Last season we only had a handful of real bad wide open deep drops but we don't have the fastest offensive threats either. So, we not the best test team to be launching it deep everytime

Re: [0.4.6] Version e9a5a849

By setherick
9/29/2019 7:55 am
raymattison21 wrote:
setherick wrote:
The real question is whether the FL Hitch exploit is fixed or if someone can just build a game plan around that play and throw for 10,000 yards.


I would like to call all slants pretty exploitable but sensitive is a better word , just cause its low end is 70 yards per game or 1000 yard season . Still, some other leagues might have a bunch of 90+ speed WR's and will be facing slow dbs combined with blitz schemes which is sure to blow numbers up.


Now that I've started doing deeper data analysis, the Hitch play is just plain weird.

Here are the relevant stats from my MFN-19 team for the play:

Median Yards Gained: 9
Average Yards Gained: 17.63
Standard Deviation: 21.72

The median and standard deviation really indicates the boom/bust nature of the play. It's either going to be in the 9'ish range or it's going to be more than 21 yards.

From what I've seen, there is no real predictor of when it's going to go off either. Man, man with 2 deep safeties, zone ... whatever ... sometimes it just produces ridiculous gains.

Re: [0.4.6] Version e9a5a849

By raymattison21
9/29/2019 1:08 pm
setherick wrote:
raymattison21 wrote:
setherick wrote:
The real question is whether the FL Hitch exploit is fixed or if someone can just build a game plan around that play and throw for 10,000 yards.


I would like to call all slants pretty exploitable but sensitive is a better word , just cause its low end is 70 yards per game or 1000 yard season . Still, some other leagues might have a bunch of 90+ speed WR's and will be facing slow dbs combined with blitz schemes which is sure to blow numbers up.


Now that I've started doing deeper data analysis, the Hitch play is just plain weird.

Here are the relevant stats from my MFN-19 team for the play:

Median Yards Gained: 9
Average Yards Gained: 17.63
Standard Deviation: 21.72

The median and standard deviation really indicates the boom/bust nature of the play. It's either going to be in the 9'ish range or it's going to be more than 21 yards.

From what I've seen, there is no real predictor of when it's going to go off either. Man, man with 2 deep safeties, zone ... whatever ... sometimes it just produces ridiculous gains.



Our wr Frese is 89 speed 73 acceleration . Most teams he burnt deep had slower dbs. My 91 speed cb2 had plenty of catch overs but if he did get beat then he could at least have a chance to run down the wr..

Someone dropping into that hook zone from either a flat or hook assignment does put 2 to 3 guys near the pass . I think that helps some....especially if Thier fast.

Re: [0.4.6] Version e9a5a849

By TarquinTheDark
10/09/2019 6:05 am
Well ... the stats speak for themselves. I'm not sure it was football, but it was fun to watch. The good news - QBs are scrambling again.

Re: [0.4.6] Version e9a5a849

By raymattison21
10/09/2019 12:53 pm
TarquinTheDark wrote:
Well ... the stats speak for themselves. I'm not sure it was football, but it was fun to watch. The good news - QBs are scrambling again.


You saw a qb run? Was it on a roll out? Reads are a bit different and pressure does seem to make the qbs move more before they throw.

We're probably running with an average of 85 for qb accuracy . Probably a few points higher for qbs with better QB efficiency rating. Still, there was enough accurate guys in the bottom ranks there.

TEs can get deeper now but qbs are still forcing the 3rd option a bit. A big difference is receiving backs/LBers . They need decent ratings there and speed . Also , My younger guys seemed to get beat deep as often as the slow ones .

It's tough to tear the code apart as I faced a team with no punter so my stats are bound to be off. But it feels touchy/ sensitive . ....still fun though cause its a new code!

On a side note punts are way down and closer to nfl numbers . To me that means neither the defense of offense has a clear advantage . Maybe smaller guys do in certain senerios as some of the sack leaders are smaller guys...well not 276 lb players, but are they getting beat in the run game?

Re: [0.4.6] Version e9a5a849

By punisher
10/09/2019 10:14 pm
raymattison21 wrote:
TarquinTheDark wrote:
Well ... the stats speak for themselves. I'm not sure it was football, but it was fun to watch. The good news - QBs are scrambling again.


You saw a qb run? Was it on a roll out? Reads are a bit different and pressure does seem to make the qbs move more before they throw.

We're probably running with an average of 85 for qb accuracy . Probably a few points higher for qbs with better QB efficiency rating. Still, there was enough accurate guys in the bottom ranks there.

TEs can get deeper now but qbs are still forcing the 3rd option a bit. A big difference is receiving backs/LBers . They need decent ratings there and speed . Also , My younger guys seemed to get beat deep as often as the slow ones .

It's tough to tear the code apart as I faced a team with no punter so my stats are bound to be off. But it feels touchy/ sensitive . ....still fun though cause its a new code!

On a side note punts are way down and closer to nfl numbers . To me that means neither the defense of offense has a clear advantage . Maybe smaller guys do in certain senerios as some of the sack leaders are smaller guys...well not 276 lb players, but are they getting beat in the run game?



here = https://mfn1.myfootballnow.com/watch/10338#1886324

Alex Avelar ran 17 yards

TarquinTheDark 's QB did that

btw it was a Singleback Empty 4 TE Corner offense play and Defensive Play: Nickel Blitz Prevent - Pass Key
Last edited at 10/09/2019 10:17 pm

Re: [0.4.6] Version e9a5a849

By raymattison21
10/10/2019 4:43 am
That qb run was vs. A zone with a two man rush . The two guys get through the Oline but the qb rolls out breaks both tackles then he turns up feild . This is where I wish Oline were more active . They kinda stood there and watched the play unfold after they were beat. It didn't matter there was 5 Oline against two defensive line....it was two on two with three others that are not even helping out . After the blown blocks any one of the Oline could have re engaged to further the play , but just to stand there and form a wall, then turn up feild as the qb does looks real bad and has to change protection/sack/ pressure stats