I am copying this from the test server because it's an issue going on there that we are working on before Season 9 starts:
Originally posted by thehazyone
Today I decided to test individual running plays to see if there were any potential Strong I Slam type exploit plays. I used the base rosters with no adjustments turning off only the repeat play penalty. Initially for these tests, I used defenses that should be able to limit the running plays that were being called (shifting to the appropriate side, blitzing the appropriate personnel, and short/run focus). Every run was shut out completely, which while good as far as exploits go, but it somewhat concerned me that NO runs were effective. I decided to soften up the defense and moved it to medium/balanced focus. Again, every run was shut down. OK, now I'm a bit worried so I move it to long/pass focus. Teams SHOULD be able to run against this type of defense. It was actually worse than short/run as there was 141 carries for 151 yards.
http://test.goallineblitz.com/game/game.pl?game_id=648
I thought it might be the super quick DE/power LB's/Super Safety causing problems so I removed them from the depth chart:
http://test.goallineblitz.com/game/game.pl?game_id=649
137 carries for 267 yards. A little better but still way under where it should be for a Long/Pass focus defense.
Maybe I need to input a whole set of rosters but I was assuming that the base teams were meant to be relatively even against one another and should provide a balanced, realistic game. Regardless, I see signs that show that the run game is way underpowered now and I can only foresee the large number of complaints that will arise when RB's are averaging 2 yards per carry. If I can have my team playing long/pass focus every down, the game will be easy.
I'd list individual plays but there's so many of them I don't know where to start.
Am I overreacting here or do I have a right to be worried?
Also, I've noticed an abnormally large number of fumbles being returned for TD's in these test games - I'd say the majority of the points scored in these games were a result of these. Were these dialed up?
Originally posted by tester
As far as low ypc I've tended to find that, too.
Since not that many people were conducting realistic sims, and Bort seemed to find that the running backs on his own box were able, with a good offensive line, to succeed, I wasn't sure and things weren't improved much.
I did think that eliminating HB spies might be helpful in that area.
Bort's also been changing various settings. Some games I've run on here have been okay, and others have seemed defense dominated. I think this is more evidence he needs to go with the more pro-rushing settings among those he's tried (more push to run blocking, much less drop off in breaking tackles after a few tackles are broken, more morale loss when pancaked-- which I think has been played with some-- etc..)
The one big thing I don't want him to roll back is the cutback on yards after contact, but from what you say he may have gone back to limiting broken tackles per tick (which kills any inside running) and limiting them per play by having a steep curve where they get harder, also very big because one often gets past a tackle attempt by a lineman and if he becomes too "off-balance" then a mediocre lineman can tackle him, plus turning down offensive run blocking (it has to be more possible than it has been for a defender to win a blocking battle, but when the offensive lineman wins, he should get a lot of push in most cases).
He needs not to have nerfs to the running game besides the lower yards after contact and more chance for a strong defender to win a block battle. Just about anything beyond that and the running game will be destroyed, as those are big to begin with.
Originally posted by Bort
What would you say is the likely culprit? The main modifications we've done as far as the run game:
- reduce fall forward
- increased energy usage per carry (are the backs maybe getting tired too quickly?)
- Recuded ability to plow through existing players
- D line shifts
- LB's don't back away from the line as often, and stay home more
Another thing to consider:
Are you using all of the plays (including draws, etc)? In practice, real live teams (outside of casual I suppose) will be fine tuning their playbook to use the plays that are best suited to them and will usually end up with ~25% higher rushing yards because of it, from past experience.
Originally posted by tester
Originally posted by Bort
What would you say is the likely culprit? The main modifications we've done as far as the run game:
- reduce fall forward
- increased energy usage per carry (are the backs maybe getting tired too quickly?)
- Recuded ability to plow through existing players
- D line shifts
- LB's don't back away from the line as often, and stay home more
I think it's adding all of that without adding anything that helps RB's.
I'd undo "reduced ability to plow through existing players" and either cut back on or undo "increased energy usage per carry."
I like the others too much to suggest that they be eliminated, but even they might have to be slightly tempered (or maybe just working with the two I listed would be enough).
Originally posted by Bort
First benchmark game, with latest sim code:
http://test.goallineblitz.com/game/game.pl?game_id=654
Test with increased energy usage removed:
http://test.goallineblitz.com/game/game.pl?game_id=655
Not much of a difference, though both teams have a healthy rotation.
Second run, similar results:
http://test.goallineblitz.com/game/game.pl?game_id=658
With forced increased avoidance at the line removed, pretty similar results:
http://test.goallineblitz.com/game/game.pl?game_id=659
Now testing removal of slowdown from passing through defender dots.
Originally posted by thehazyone
I ran a test sim just recently (within the last 30 minutes). Only ran the following running plays:
I HB Blast
I HB Slam
Weak I HB Slam
Strong I HB Slam
Single Back HB Slam
I Off Tackle
Strong I Off Tackle
I Weak Side Handoff
Single Back HB Outside Handoff
Pro Set HB Sweep
It was my experience that these were the most effective running plays used last season.
Defenses used:
Single Back
4-3, Cover 0, Man to Man, Pass, Long, Center Shift, Blitz SS/ROLB
Strong I
4-3, Cover 1, Man to Man, Pass, Long, Center Shift, Blitz FS/SS/(MLB or ROLB)
2 WR formations
4-3, Cover 1, Man to Man, Pass Long, Center Shift, Blitz SS/ROLB
Longest Play From Scrimmage: 8.5 yards
Total Rushes: 138
Total Yards: 292
Avg: 2.1
BrTk: 33
TFL: 12
Fum: 6
FumL: 3
All 5 RB's on each team had at least 8 carries with no back having more than 22.
A bit better but still not where we need it to be. The most effective plays were the ones that were most effective last season -- Strong I HB Slam, I Form HB Slam. It'd be nice if we had a sim where we could call more than 4 running plays.
Originally posted by thehazyone
Today I decided to test individual running plays to see if there were any potential Strong I Slam type exploit plays. I used the base rosters with no adjustments turning off only the repeat play penalty. Initially for these tests, I used defenses that should be able to limit the running plays that were being called (shifting to the appropriate side, blitzing the appropriate personnel, and short/run focus). Every run was shut out completely, which while good as far as exploits go, but it somewhat concerned me that NO runs were effective. I decided to soften up the defense and moved it to medium/balanced focus. Again, every run was shut down. OK, now I'm a bit worried so I move it to long/pass focus. Teams SHOULD be able to run against this type of defense. It was actually worse than short/run as there was 141 carries for 151 yards.
http://test.goallineblitz.com/game/game.pl?game_id=648
I thought it might be the super quick DE/power LB's/Super Safety causing problems so I removed them from the depth chart:
http://test.goallineblitz.com/game/game.pl?game_id=649
137 carries for 267 yards. A little better but still way under where it should be for a Long/Pass focus defense.
Maybe I need to input a whole set of rosters but I was assuming that the base teams were meant to be relatively even against one another and should provide a balanced, realistic game. Regardless, I see signs that show that the run game is way underpowered now and I can only foresee the large number of complaints that will arise when RB's are averaging 2 yards per carry. If I can have my team playing long/pass focus every down, the game will be easy.
I'd list individual plays but there's so many of them I don't know where to start.
Am I overreacting here or do I have a right to be worried?
Also, I've noticed an abnormally large number of fumbles being returned for TD's in these test games - I'd say the majority of the points scored in these games were a result of these. Were these dialed up?
Originally posted by tester
As far as low ypc I've tended to find that, too.
Since not that many people were conducting realistic sims, and Bort seemed to find that the running backs on his own box were able, with a good offensive line, to succeed, I wasn't sure and things weren't improved much.
I did think that eliminating HB spies might be helpful in that area.
Bort's also been changing various settings. Some games I've run on here have been okay, and others have seemed defense dominated. I think this is more evidence he needs to go with the more pro-rushing settings among those he's tried (more push to run blocking, much less drop off in breaking tackles after a few tackles are broken, more morale loss when pancaked-- which I think has been played with some-- etc..)
The one big thing I don't want him to roll back is the cutback on yards after contact, but from what you say he may have gone back to limiting broken tackles per tick (which kills any inside running) and limiting them per play by having a steep curve where they get harder, also very big because one often gets past a tackle attempt by a lineman and if he becomes too "off-balance" then a mediocre lineman can tackle him, plus turning down offensive run blocking (it has to be more possible than it has been for a defender to win a blocking battle, but when the offensive lineman wins, he should get a lot of push in most cases).
He needs not to have nerfs to the running game besides the lower yards after contact and more chance for a strong defender to win a block battle. Just about anything beyond that and the running game will be destroyed, as those are big to begin with.
Originally posted by Bort
What would you say is the likely culprit? The main modifications we've done as far as the run game:
- reduce fall forward
- increased energy usage per carry (are the backs maybe getting tired too quickly?)
- Recuded ability to plow through existing players
- D line shifts
- LB's don't back away from the line as often, and stay home more
Another thing to consider:
Are you using all of the plays (including draws, etc)? In practice, real live teams (outside of casual I suppose) will be fine tuning their playbook to use the plays that are best suited to them and will usually end up with ~25% higher rushing yards because of it, from past experience.
Originally posted by tester
Originally posted by Bort
What would you say is the likely culprit? The main modifications we've done as far as the run game:
- reduce fall forward
- increased energy usage per carry (are the backs maybe getting tired too quickly?)
- Recuded ability to plow through existing players
- D line shifts
- LB's don't back away from the line as often, and stay home more
I think it's adding all of that without adding anything that helps RB's.
I'd undo "reduced ability to plow through existing players" and either cut back on or undo "increased energy usage per carry."
I like the others too much to suggest that they be eliminated, but even they might have to be slightly tempered (or maybe just working with the two I listed would be enough).
Originally posted by Bort
First benchmark game, with latest sim code:
http://test.goallineblitz.com/game/game.pl?game_id=654
Test with increased energy usage removed:
http://test.goallineblitz.com/game/game.pl?game_id=655
Not much of a difference, though both teams have a healthy rotation.
Second run, similar results:
http://test.goallineblitz.com/game/game.pl?game_id=658
With forced increased avoidance at the line removed, pretty similar results:
http://test.goallineblitz.com/game/game.pl?game_id=659
Now testing removal of slowdown from passing through defender dots.
Originally posted by thehazyone
I ran a test sim just recently (within the last 30 minutes). Only ran the following running plays:
I HB Blast
I HB Slam
Weak I HB Slam
Strong I HB Slam
Single Back HB Slam
I Off Tackle
Strong I Off Tackle
I Weak Side Handoff
Single Back HB Outside Handoff
Pro Set HB Sweep
It was my experience that these were the most effective running plays used last season.
Defenses used:
Single Back
4-3, Cover 0, Man to Man, Pass, Long, Center Shift, Blitz SS/ROLB
Strong I
4-3, Cover 1, Man to Man, Pass, Long, Center Shift, Blitz FS/SS/(MLB or ROLB)
2 WR formations
4-3, Cover 1, Man to Man, Pass Long, Center Shift, Blitz SS/ROLB
Longest Play From Scrimmage: 8.5 yards
Total Rushes: 138
Total Yards: 292
Avg: 2.1
BrTk: 33
TFL: 12
Fum: 6
FumL: 3
All 5 RB's on each team had at least 8 carries with no back having more than 22.
A bit better but still not where we need it to be. The most effective plays were the ones that were most effective last season -- Strong I HB Slam, I Form HB Slam. It'd be nice if we had a sim where we could call more than 4 running plays.