TheAdmiral wrote:
Also worth remembering that Victory is in first season set up with probably 70% of players starting who aren't 'game ready' and half of them wouldn't get a sniff of playing in 3-5 seasons time.
Also if sacks are low, does this force knockdowns up higher? You should get more accountable data from MFN-1 for at least three seasons as teams start to mature.
Pressure has to be this low for passing even to work. All of 4.5 has low pass rush numbers especially if you take the sacks on bugged plays out . Before this switch I had even more pressure coming from LBs in Victory .....probably due to the disparity in ratings. Mfn1 does have more reliable stats but different owners , league rules, and general activity is what drives stats on way or another as well.
A team I grabbed in NCAA has no skill talent anyway . The line is great in comparison ... how would they do? IDK cause no administrators are willing to take ona new code for testing sake. Thank God you did it really is beneficial for testing purposes . Just to see more possibilities.
Drops and knockdowns are high in both leagues and they are intertwined in coding terms as to why they happen but in general when man was changed back in the 4.3 days those numbers went through the roof. That main cause is how overpowered man is in the first place....my CB1 in Victory is leading the league in knockdowns.... a lot of passes to his side, whether or not it’s his man to cover is knocked down by him.
I picked up a team a while back in Group of five and a ridiculous number of throws in to tight windows and it was prevalent all season long. QB just are under performing, especially vs. a man under defensive scheme. Or in my teams case no talent/ speed.
Just look at Connie Jones and the monster game he had in Victory. The opposition did not run a man under scheme and a better roster just destroyed. In general The final numbers are not the worst but why and how they happen is pretty bad.
It is legitimate to use low FOV to force passes in to receivers, if they are better, for huge games. The pressure ties into that heavily and so does the play abuse meter. Older leagues are more prone to abuse due to the talent parity.
Really it’s a mess and administration is putting rules on play useage as well. Only cause some sets matching with other sets deliver such varied results. With man being so overpowered getting to the bottom of certain stats is almost pointless.
Like QBs not running.....that’s 10% of all passes off kilter. . Add in sacks being 6 to 10 times lower than they should be and 20 % of the passing game is not there giving more opportunities for poor throws and things like interceptions to be blown up .
Not to mention the 100s ( maybe a 1000) of carries by both of my teams resulting in one really long run.
Some will find a way to drive numbers up or down but I am not seeing anything to new or anything extremely wild under this new code, but I don’t have elite speed players either... just pretty fast ones. That might be the difference in the code breaking bad.