Originally posted by juiceweezl
Game planning can't overcome a fully boosted team. The dots are just too different. Heck, look at our SIM game today (they've already run). We got drilled by a team that has already dumped SP. It wasn't even close. Those 15 SP we're holding versus the 15 they dumped are the level difference. Sure, you can do some things to keep it close, but not you just won't win if the other coaches put minimal effort into it.
We can over come some boosted dots, but not a full team. The same is true for your team. You run a ball control, conservative offense. That will help keep things close and keep you in the game, but in the end the higher levels will end up making enough plays. That's what happened in the League Championship last season to you. BNI went light with a super conservative gameplan relying on their levels. If they had really gameplanned and attacked you to make use of that, it probably would've been another 3 scores or so. It's not a knock on you or any other coach -- it's just facts. I gambled against them in the conference championship. I tried to take some big risks early and hope we could put some points up and then hold on. It obviously didn't work, but I didn't feel we'd be able to beat them playing straight up.
It should be a good battle all the way in. We build dots that mature at the end of the season, so it hurts us against some opponents until the last 1/3 of the season. There are a lot of ball control offenses in Silver too. That keeps the games close enough for one or two plays to decide it. I just hope the SIM improves this season.
You make some very good points, and boosting really is a huge difference. I agree that if you don't boost at all it's going to be practically impossible to keep up with a fully boosted team. In the championship last year DA was probably about 1/2 to 2/3 boosted so that's what helped make it close as well. I almost changed up the gameplan quite a bit for BNI but found a couple holes in their run D and decided to just hope that would be enough to sneak by them (obviously didn't work lol). I agree though too with BNI not really gameplanning. If they'd put more effort into it they could've beaten us by a lot more.
I do like this league for the competition though, there are quite a few good teams in both conferences that actually make for some challenging games during the regular season, unlike most silver leagues these days. I figure we'll have 5 or so we have to gameplan for, and although its nothing compared to gold, scrims for tourneys and all helps make it fun too. The competition in this league is really good which is what i think has helped keep me going, that and the fact that i want a damn gold trophy haha.
I'm also hoping some of those passing changes actually work as intended, which would do a lot towards balancing the sim. Getting rid of pump fake on the go routes will be huge and stop teams from just throwing the ball up every play (not that i remember that being a problem in this league), not sure how big of a change the success of passing we'll see on short/medium/long routes, but with the crappy peewee attys that could end up putting a big hurt on the passing game and pushing peewee back to running every play. I actually liked the fact this year that you saw a variety of different styles and people could play more of a style that they wanted to play than what the sim forced them into. I think the passing changes are good to cut down on PF, but hope they didn't go too far towards making passing useless again
Game planning can't overcome a fully boosted team. The dots are just too different. Heck, look at our SIM game today (they've already run). We got drilled by a team that has already dumped SP. It wasn't even close. Those 15 SP we're holding versus the 15 they dumped are the level difference. Sure, you can do some things to keep it close, but not you just won't win if the other coaches put minimal effort into it.
We can over come some boosted dots, but not a full team. The same is true for your team. You run a ball control, conservative offense. That will help keep things close and keep you in the game, but in the end the higher levels will end up making enough plays. That's what happened in the League Championship last season to you. BNI went light with a super conservative gameplan relying on their levels. If they had really gameplanned and attacked you to make use of that, it probably would've been another 3 scores or so. It's not a knock on you or any other coach -- it's just facts. I gambled against them in the conference championship. I tried to take some big risks early and hope we could put some points up and then hold on. It obviously didn't work, but I didn't feel we'd be able to beat them playing straight up.
It should be a good battle all the way in. We build dots that mature at the end of the season, so it hurts us against some opponents until the last 1/3 of the season. There are a lot of ball control offenses in Silver too. That keeps the games close enough for one or two plays to decide it. I just hope the SIM improves this season.
You make some very good points, and boosting really is a huge difference. I agree that if you don't boost at all it's going to be practically impossible to keep up with a fully boosted team. In the championship last year DA was probably about 1/2 to 2/3 boosted so that's what helped make it close as well. I almost changed up the gameplan quite a bit for BNI but found a couple holes in their run D and decided to just hope that would be enough to sneak by them (obviously didn't work lol). I agree though too with BNI not really gameplanning. If they'd put more effort into it they could've beaten us by a lot more.
I do like this league for the competition though, there are quite a few good teams in both conferences that actually make for some challenging games during the regular season, unlike most silver leagues these days. I figure we'll have 5 or so we have to gameplan for, and although its nothing compared to gold, scrims for tourneys and all helps make it fun too. The competition in this league is really good which is what i think has helped keep me going, that and the fact that i want a damn gold trophy haha.
I'm also hoping some of those passing changes actually work as intended, which would do a lot towards balancing the sim. Getting rid of pump fake on the go routes will be huge and stop teams from just throwing the ball up every play (not that i remember that being a problem in this league), not sure how big of a change the success of passing we'll see on short/medium/long routes, but with the crappy peewee attys that could end up putting a big hurt on the passing game and pushing peewee back to running every play. I actually liked the fact this year that you saw a variety of different styles and people could play more of a style that they wanted to play than what the sim forced them into. I think the passing changes are good to cut down on PF, but hope they didn't go too far towards making passing useless again
Edited by junglejuice on Nov 12, 2010 16:33:32