Infinity on Trial wrote:
raymattison21 wrote:
setherick wrote:
Infinity on Trial wrote:
Out of 89 passes: 54 completed (60.7%), 22 knocked down, 4 intercepted (all thrown by my opponent ... a 5th was overturned by penalty).
On the bright side, who needs to pass when you'll be able to run for 300-400 yards per game? Am I right?
I'm sure the people that are hating the Alex Smith ball right now will love playing Lamar Jackson-Ravens power running as the only way to generate yards.
I think you can still blitz and stop the run..
My initial reaction is this code is going to blow the running game wide open. I'm tempted to try to run 50 times in a game, but don't really have the personnel for it.
It’s almost if game planning matters a bit more. Keys, when to blitz and when not to, what play the opponent scouted, and maybe general attributes, but we controlled the run game in Victory league in our last game.
They were tops in the league during the regular season at rushing. Their oline is very strong with a lot of skill as well. Except their 55 run block C, but their skill players have 80 or more speed.
I am not praising or knocking loadbloods or my applications (or this current code)in this game but we cut his running effectiveness in almost half. Still he had 70 yards and slightly above a 3 ypc, but his season numbers were a lot bigger. (130 ypg close to 5 ypc)
It seemed he had all the right pieces in place to run but we blitzed 75% of the time, and we blew a 20 point lead due to fast receivers beating more technical CBs on deep passes as we did call one blitz 7 times.
Long runs are much harder to get on this code...and our team which is not set up for running had our best game and longest run of the season. I bet cause he scouted the pass and called more pass defenses.
If someone isn’t ready to be run on 50 times a game yes it will work. But 4.5 isn’t much different. Smirt was calling a vanilla run defense in in champions and I ran it every time for over 200 yards....he wasn’t ready with the right plays, and we almost won. Come playoffs we passed again and beat him but I bet it was on due to the lack of film the prior game vs us.
Going back to the beta code our Victory league team is not good at run blocking or very strong. They moved the ball but not that consistently or effectively all season and I chalked it up to bad run blocking skills. We have a lot of 50 strength 20-30 run blocking linemen there.
. Loanbloods defense is not the fastest either but is the power of a skillful linemen and backs going to make up for an effectively set of defensive calls designed to stop the run? We went for 150 yards that play off game but our garbage QBs threw the game away late.
With random fumbles I think running is good but an all run offense will need a great defense to win a lot. Sacks are way down and drops are still high. Those two thing change passing as well but play abuse might be one of the most powerful things in the game right now. Ball carry too!
If a team has a bunch of wrs running the ball and the other team has slow LBs I bet they get chunk yards pretty easily but not if they abuse plays. There just that fine line of how many blitzes to call to not get beat by long passes.
There probably base plays that keep gap integrity better than others. That would help a fast defense to stop the run....like in 4.5....but our victory league team has very fast LBers...probably the best way to hold the run down....like always.
Blockers are getting to position quicker...I think that’s what leveled running like this as I had the same first impression but slower defenders get to the ball carrier quicker as well. DBs still jump routes bad so that’s still a mode of putting points on the board quick if they don’t drop it first.
Victory had two top defenses , I think Giko and raidergregs, finish a playoff game 7-0 , while the admirals game riddled with blitz overuse went for a total of like a 100. A large spectrum and set of outcomes are at play and in this code and more testing could be used. The 7-0 game had blitz rates around 30% and a ypc average around 3.
But punt blocks and 46 nonsense seems way down.... as I think those are the key components to this potential release
Last edited at 9/05/2020 7:06 am