Originally posted by Ken1
Originally posted by Adderfist
Originally posted by Ken1
Originally posted by Adderfist
In light of the recent issues I suggest that HB Spy be reinstated.
HB Spy overpowered the defense against runs, as was proven in tests.
Flawed tests.
If you're talking about the "pass focus" bug, that wasn't the issue in HB Spy. It was simply "set two players to HB Spy, shut down the running game." Heck, I could set one to HB Spy and pretty much shut it down.
When you can't do that, if you overshift everyone and the other team runs left, you have trouble as you should. If you can basically shift with the HB, you can shut down any running attack far too easily. It worked plenty well-- way too well-- for me in custom plays. And you don't pay for it when they pass, as you'd normally have someone cover the HB anyway.
This may be a bit of "symantics", but it's mostly frustration. I would still like to see a realistic defense on a fixed server to be sure. Mayhaps it's just the coder in me but I have serious reservations about testing something, and realizing there's a flaw in the field that's being tested. Using the extrapolated flawed data to make a decision, goes against every fiber of my being.
Garbage in garbage out as the saying goes.
I would like to see/design to test and draw conclusions on my own :/
If however, it is to strong I would like to suggest that HB Spy be susceptible to play-action. Play-Action could be a VA that increases the strength of the play action motion. as for the -base- strength? That could be up for debate.
The other issue I have with the spy being taken out, is that if you keep your HB in to block does that not give an advantage to passing?
Originally posted by Adderfist
Originally posted by Ken1
Originally posted by Adderfist
In light of the recent issues I suggest that HB Spy be reinstated.
HB Spy overpowered the defense against runs, as was proven in tests.
Flawed tests.
If you're talking about the "pass focus" bug, that wasn't the issue in HB Spy. It was simply "set two players to HB Spy, shut down the running game." Heck, I could set one to HB Spy and pretty much shut it down.
When you can't do that, if you overshift everyone and the other team runs left, you have trouble as you should. If you can basically shift with the HB, you can shut down any running attack far too easily. It worked plenty well-- way too well-- for me in custom plays. And you don't pay for it when they pass, as you'd normally have someone cover the HB anyway.
This may be a bit of "symantics", but it's mostly frustration. I would still like to see a realistic defense on a fixed server to be sure. Mayhaps it's just the coder in me but I have serious reservations about testing something, and realizing there's a flaw in the field that's being tested. Using the extrapolated flawed data to make a decision, goes against every fiber of my being.
Garbage in garbage out as the saying goes.
I would like to see/design to test and draw conclusions on my own :/
If however, it is to strong I would like to suggest that HB Spy be susceptible to play-action. Play-Action could be a VA that increases the strength of the play action motion. as for the -base- strength? That could be up for debate.
The other issue I have with the spy being taken out, is that if you keep your HB in to block does that not give an advantage to passing?