TheAdmiral wrote:
Ray, I'm not suggesting we get told what the desired results are for each play, with regards to who the ball is thrown too.
I'd just like a breakdown of what happened when I chose that play (rare for me and Smirt to agree on anything). Each play card should be able to tell me what happened when I used that
eg
WR1 thrown to 9 times, 6 catches, 45 yards, 1 TD, 1 INT
WR2 thrown to 3 times, 2 catches, 8 yards, 0 TD, 0 INT, 2 First downs
WR3 thrown to 1 time, 0 catches
RB1 thrown to 10 times, 8 catches, 40 yards, 5 First downs
TE1 thrown to 4 times, 2 catches, 12 yards, 2 First downs, 1 INT
QB scrambled 3 times for 17 yards, 2 First downs, 1 sack
Overall
play ran 30 times, 18 catches, 3 runs (QB scramble) total 122 yards, 1 TD, 2 INT, 11 first downs, 1 sack, 0 fumbles
average yards to go when play called 4.3 yards
More stats would always be great. With time you can get your own now.... I want to be told either but reads and responsibilities within certain play matchups should follow football rules. Variations from that need to be tied to skill and just plain errors so the user can adjust accordingly using football knowledge.
If we adjust to a game then that’s what it is .... making the stats fit and look good. But I want things to continue to act in a football manor and have the stats follow that. Moves like tightening up speed are good. Making man coverage and the QBs skills matter more we’re all good code moves. Most have been..
It is like my criticism of the blitz pickups. There not my favorite but something similar is going on here and in football. I know it won’t be perfect but jdb comes up with fair solutions as long as the play can match up with the code somewhere.
Dump offs , sacks / pressure, reads/progression, knockdowns/drops , and ints have always been up for heated debates. Future tweaks will be needed but it is like the suggestion of not penalizing offensive plays that face non penalized defensive plays. At least the ratings matter and not abuse.
The overuse penalties need to be fazed out. One thing is throwing off timing through predictable but another catching someone off guard. Throwing a new gameplan out there can do that but nothing natural is going on in the game. Audibles were to see around but...
The closest thing is the game play adjuster.....it s pretty good at mixing things up.
If counter weak is overused vs. olb zone flats it gets worse each time....great but what’s stopping a guy from having to use several runs ... only him making a different game plan, but if he could not stop the counter with that olb zone flats then the defense would have to pick one of the several blitz plays to stop it. Thus opening up other options offensively cause they can’t spam the flats play vs a lot of plays
Other plays act similar and making the offensive more viable in those scenarios has to be good . We’re getting past the overuse penalties. Not with the blitz yet but the offenses in general have been hampered for years now. Why penalize them at the rate they are at?
I used to use 3 plays total now on offense I try not to any play over 3 times....we come a long long way. I reserve scheming up something different for big games but thats just to catch users off guard. Still, I don’t know if it works or we just had a bad set of rolls...like I said due to out side factors .