This has been posted on the test server for Bort to see (he was aware that I was running these tests).
Because of a large thread concerned with pass rush effectiveness, primarily the DE vs OT matchups, I decided to run some tests to see if there was a legitimate problem. To start out with, I ran a series of test sims with the OT's and the DE's having identical builds. Their builds were as follows:
Strength 70
Speed 70
Agility 70
Jumping 40
Stamina 40
Vision 40
Confidence 40
Blocking 70
+pass block
No SA's/VA's assigned
Strength 70
Speed 70
Agility 70
Jumping 40
Stamina 40
Vision 40
Confidence 40
Blocking 30
Tackling 70
+pass rush
Combo
No SA's/VA's assigned
I used a basic AI with every play available in the playbook. The AI settings for both offense and defense were as follows:
100% Pass
20 Short 50 Medium 30 Long
50 WR 30 TE 5 FB 15 HB
TE Run Route 100
HB Block 50
FB Block 75
4-3 Base
50% Blitz
50 Run 50 Pass
25 Zone 75 Man
30 Short 40 Medium 30 Long
The results for the initial run were very disappointing. In the 10 games, between the 8 DE's, there was a total of 7 sacks and 61 hurries. Players of identical attributes should be able to get more sacks than that. This pace would lead to a DE getting an average of 1.51 sacks over a 750 play season.
I increased the speed, agility, and strength of the DE's to 85 and ran 10 more games. The number of hurries more than doubled as did the sacks, but there was still only 17 sacks and 141 hurries in 10 games. This pace would lead to a DE getting an average of 3.62 sacks over a 750 play season. With a +15 advantage in speed, agility, and strength, you would figure that there would be a bigger edge but the truth of the matter is that the OL still held the advantage.
I increased the speed, agility, and strength another 15 more to 100 each, making them now 30 higher than that of the OT's. Finally, there was adequate pressure in both sacks and hurries. There was a total of 68 sacks and 186 hurries in the 10 games. This pace would lead to a DE getting an average of 14.23 sacks over a 750 play season. Kind of sad, to be honest, that it would take a +30 advantage in speed, agility, and strength to get a DE capable of averaging about one sack a game. That in itself is proof that there is a problem with the way pass rushing and DE vs OT matchups are working.
Data for the three test sims can be found here:
http://spreadsheets.google.com/pub?key=p7MjmCv6q4zbavq2Yha-fdA
I think a big part of the problem is the tackles back up too well - if someone's back pedaling, they shouldn't be able to back pedal five yards and not get knocked over or beat on the edge occasionally. The following is a good example of what I'm talking about:
http://test.goallineblitz.com/game/replay.pl?game_id=796&pbp_id=189849
The tackles are much too good at sealing off the DE's and the DE's aren't good enough at making moves around the tackle when there are holes to attack.
Another problem I think is that the QB's are getting rid of the ball too quickly - I'm not sure if that's a matter of vision working too well or if it's a function of the way the passing game is coded. The following play is a good example of what I'm talking about:
http://test.goallineblitz.com/game/replay.pl?game_id=803&pbp_id=191203
In that play, the defense doesn't even get a chance to get any pressure because the QB gets the ball off in under 2 seconds. I'm not sure a QB can backpedal like that and get a throw off. Is there a way you can make the QB come to a stop before getting the throw off? That would be more realistic (and if they sense hurry pressure after stopping, then they could move around and you could use various attributes to determine that behavior)
Conclusion - something needs to be done. I don't know exactly what but maybe some increases in DE effectiveness or reducing the effectiveness of OT's would be a good start.
Because of a large thread concerned with pass rush effectiveness, primarily the DE vs OT matchups, I decided to run some tests to see if there was a legitimate problem. To start out with, I ran a series of test sims with the OT's and the DE's having identical builds. Their builds were as follows:
Strength 70
Speed 70
Agility 70
Jumping 40
Stamina 40
Vision 40
Confidence 40
Blocking 70
+pass block
No SA's/VA's assigned
Strength 70
Speed 70
Agility 70
Jumping 40
Stamina 40
Vision 40
Confidence 40
Blocking 30
Tackling 70
+pass rush
Combo
No SA's/VA's assigned
I used a basic AI with every play available in the playbook. The AI settings for both offense and defense were as follows:
100% Pass
20 Short 50 Medium 30 Long
50 WR 30 TE 5 FB 15 HB
TE Run Route 100
HB Block 50
FB Block 75
4-3 Base
50% Blitz
50 Run 50 Pass
25 Zone 75 Man
30 Short 40 Medium 30 Long
The results for the initial run were very disappointing. In the 10 games, between the 8 DE's, there was a total of 7 sacks and 61 hurries. Players of identical attributes should be able to get more sacks than that. This pace would lead to a DE getting an average of 1.51 sacks over a 750 play season.
I increased the speed, agility, and strength of the DE's to 85 and ran 10 more games. The number of hurries more than doubled as did the sacks, but there was still only 17 sacks and 141 hurries in 10 games. This pace would lead to a DE getting an average of 3.62 sacks over a 750 play season. With a +15 advantage in speed, agility, and strength, you would figure that there would be a bigger edge but the truth of the matter is that the OL still held the advantage.
I increased the speed, agility, and strength another 15 more to 100 each, making them now 30 higher than that of the OT's. Finally, there was adequate pressure in both sacks and hurries. There was a total of 68 sacks and 186 hurries in the 10 games. This pace would lead to a DE getting an average of 14.23 sacks over a 750 play season. Kind of sad, to be honest, that it would take a +30 advantage in speed, agility, and strength to get a DE capable of averaging about one sack a game. That in itself is proof that there is a problem with the way pass rushing and DE vs OT matchups are working.
Data for the three test sims can be found here:
http://spreadsheets.google.com/pub?key=p7MjmCv6q4zbavq2Yha-fdA
I think a big part of the problem is the tackles back up too well - if someone's back pedaling, they shouldn't be able to back pedal five yards and not get knocked over or beat on the edge occasionally. The following is a good example of what I'm talking about:
http://test.goallineblitz.com/game/replay.pl?game_id=796&pbp_id=189849
The tackles are much too good at sealing off the DE's and the DE's aren't good enough at making moves around the tackle when there are holes to attack.
Another problem I think is that the QB's are getting rid of the ball too quickly - I'm not sure if that's a matter of vision working too well or if it's a function of the way the passing game is coded. The following play is a good example of what I'm talking about:
http://test.goallineblitz.com/game/replay.pl?game_id=803&pbp_id=191203
In that play, the defense doesn't even get a chance to get any pressure because the QB gets the ball off in under 2 seconds. I'm not sure a QB can backpedal like that and get a throw off. Is there a way you can make the QB come to a stop before getting the throw off? That would be more realistic (and if they sense hurry pressure after stopping, then they could move around and you could use various attributes to determine that behavior)
Conclusion - something needs to be done. I don't know exactly what but maybe some increases in DE effectiveness or reducing the effectiveness of OT's would be a good start.
Last edited Apr 18, 2009 22:16:47