https://mfn1.myfootballnow.com/watch/11980#2233292I did find this GL play. It’s seven blockers vs eight rushers with the 7th blocker being the FB who is blocking instead of “checking “ the blitzing WLBer to adjust his rush angle then following through with his route in the flat.
As rare as hot reads are these days the same FB was targeted where he picked up the blitzing MLB for a pass incomplete to the line of scrimmage.
This is a good example of how to create pressure under this code. It’s not so bad because with the “right “offensive play with a quicker thrown ball the result would do ok. Hence my terms “money play”....but this is not one as this offensive play probably will end up with this result 8/10 times with these two sets of plays.
And I am saying it’s like and exploit only cause the back chose the wrong LB to pick up and him not finishing his route in the flats really takes him out of the play. Why the QBs throws to him anyway is another problem.
Blitz pickups, hot reads, and like you were saying the time it takes to read the route depths is making this play worthless here. When in real life the QBs would quick throw elsewhere, the back would block the wlb giving the qb a bit more time to read or roll at and around the blitz for a scramble and or he’d just dump it off to him right out of the blitzers reach.
I don’t use goaline for a pretty long time so it good to see stuff like this tested but if a lot of the pressure comes from plays like this this release will be similar to others.
I am seeing longer snap to throw times under this code but that’s a visual. I think JBD has access to that stat, but we might need that much time to have decent qb numbers . Still, ints are high. Older beta codes had DL picking these poorly thrown hot reads off at an alarming rate.
Maybe hot reads need an update