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awsalick
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Figured we needed a counter-thread to the normal doom-and-gloom ones. I was pretty happy with the sim this season... especially compared to the last two.

My personal list:
+Most teams ran pretty balanced offenses. Slam ball had its place, but you can't run it every down and be successful. Screens occasionally work. And outside running works, too, though more on that at the bottom
+False starts are way down
+The level of pump/ fake seemed ok
+DLine seemed to get decent pressure over time, but nothing too crazy
+Teams still seemed to score late in the season instead of our normal 7-3 playoffs

-Outside running plays tend to either result in -1 yard or 50, depending on whether the safety on the edge decides to pass his vision check or not
-Still no QB leading the receivers on passes
-Run blocking in space is still a little whacky
 
_OSIRIS_
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QBs are still retarded much of the time. Random bad ball still sets in on offense.QBs lock onto the first progression and fire away with zero pressure. If dots had a front and back a lot of passes would hit dots in the back of the helmet. So many occasions where a QB targets say the WR2 that is open but skips that read to fire immediately to a double teamed TE.

QBs can't lead at all makes me wonder if beating your man actually lessens the chance of a catch. I often see coverage get beat really badly and the QB just cant throw the ball over the beaten man. The beaten man almost always catches up the the receiver and bats the ball down. Where if the were covering tight they would have over run the play. Just seems backwards.

Defensively coverage still sucks. CBs with 62 speed 52 agility and 50 vision are still retarded. There is no reason they should be over running routes as often as they do. They say high speed and low agility cause this but this just can't be the case. Dots also often seem to back off the receivers just before the ball arrives after tight coverage the rest of the play.

It just seems they are countering crappy offense with crappy defense. If you just look at the play by play everything looks balanced and good. But if you watch the actual game you just watch stupid countering stupid.

The sim is way better than last season at least. Games can be exciting again and the false starts are no longer changing every game. I give the sim a C- but an A for the effort and improvement from what it was. A few very small tweaks every off-season and it will get there. I can't really complain but if I don't things will likely be ignored. Peewee will die because the sim is bad compared to other levels.
 
Dub J
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Originally posted by _OSIRIS_
Defensively coverage still sucks. CBs with 62 speed 52 agility and 50 vision are still retarded. There is no reason they should be over running routes as often as they do. They say high speed and low agility cause this but this just can't be the case. Dots also often seem to back off the receivers just before the ball arrives after tight coverage the rest of the play.



This is by far my biggest issue with the sim. Was pure shit.
 
jkid2
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I would increase the effectiveness of the inside run game and massively decrease the chance of missing outside run vision checks. That would balance out the run game. As for passing, I would increase the lower level passing boost more in terms of accuracy, increase the D-Line pass rush effectiveness, decrease the CBs ability to deflect when between the QB and the receiver, and decrease the agility needed to stay with the receiver.
 
Robbnva
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How are these QBs not leading the WRs downfield built? I'm sure it's more of a build issue
 
awsalick
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Bort said during the test phase that it was a WR issue - they don't have enough speed/agi to adjust to the balls or something. Doesn't make sense to me personally, because you'd think you'd just draw a straight line from where the WR is running to where the QB is throwing ... but, who knows. :/

I think the inside running game is good as is. The moment you can get 3 yards per carry slamball kicks in and the game becomes absolutely awful. It's usable now for short yardage, but not enough that you can do it every play.
 
Dub J
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It really shows up badly in the higher leagues on curl routes.
 
UGA_XII
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I agree with what a lot of O said in his opening statement. There were games where I actually had to go back and double check reads on some plays because the QB would either lock on to one receiver or completely ignore a read in his progression. Pass coverage was also shameful in some games but other games tight as a glove. Pump fake would only fire once or twice against tough opponents even with my QBs having high morale so I'm doubtful that morale reducers on defense was the cause. Overall I was cool with this season sim though. It produced a lot of realistic scores and the run game wasn't overwhelming.
Edited by A.I. on Jul 31, 2012 14:13:44
 
Gerr
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Overall, I like this sim...

Pro's:
Scores are in a good area.
Special Team scores are at an acceptable level.
Good balance between passing & rushing.
FoTW plays are way down.

Con's:
Vision penalty on outside runs is too high, causes too many long TD runs when defenders are in a zone.
Inside rushing against an anti-pass defense(3DL) should net more yardage.
WR insta-stop & catch still annoying.
Penalty on calling the same play 10+ times needs to be higher.
 
Dub J
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Yeah, it's pretty silly to pick up one yard from HB dive out of 2 TE formation against a 3 man front.
 
Gerr
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Originally posted by Dub J
Yeah, it's pretty silly to pick up one yard from HB dive out of 2 TE formation against a 3 man front.


Exactly. I don't mind the 2.5 YPC when rushing up the middle against 4-man front, but I would expect that to be more like a 3.5+ YPC against a 3-man front.
 
awsalick
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Gerr, you ran 3 scat HBs last season. jkid ran combos, so maybe they had strength, but they certainly looked to have more more speed than what I'd consider a "power back", going of the replays.

It goes both ways - you can't demand 3.5+ against a 3 man front but also expect to do it with scat backs.
For what it's worth, I ran a strength-primary power back last season and was totally fine with how he did. -shrug-

Here, watch his replays from the playoffs. He only had 3 rushes for 6.5 vs Gerr, but nothing happened on those plays that looked weird. He went 12 for 39 vs D-Town.
http://goallineblitz.com/game/player_replays.pl?player_id=4302575&game_id=2108539
http://goallineblitz.com/game/player_replays.pl?player_id=4302575&game_id=2106625
 
jkid2
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Originally posted by awsalick
Gerr, you ran 3 scat HBs last season. jkid ran combos, so maybe they had strength, but they certainly looked to have more more speed than what I'd consider a "power back", going of the replays.

It goes both ways - you can't demand 3.5+ against a 3 man front but also expect to do it with scat backs.
For what it's worth, I ran a strength-primary power back last season and was totally fine with how he did. -shrug-

Here, watch his replays from the playoffs. He only had 3 rushes for 6.5 vs Gerr, but nothing happened on those plays that looked weird. He went 12 for 39 vs D-Town.
http://goallineblitz.com/game/player_replays.pl?player_id=4302575&game_id=2108539
http://goallineblitz.com/game/player_replays.pl?player_id=4302575&game_id=2106625


My guys were speed based if that gives any information. The only reason I keep the combo archetype is because I have a target schedule for training that doesn't leave me anything to think about and switching archetypes would make me have to do more work, which I don't feel like doing.
 
Gerr
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Originally posted by awsalick

It goes both ways - you can't demand 3.5+ against a 3 man front but also expect to do it with scat backs.
For what it's worth, I ran a strength-primary power back last season and was totally fine with how he did. -shrug-


My Scatbacks did have about 25 Strength on them, so they were not total weaklings. However, when you have 5 OL blocking only 3 DL, I would presume holes often open up and a weak but fast HB/FB should be able to get through those holes only to be engaged by the LB's int he backfield, but for a decent gain. Yes, sometimes one of the 3 DL could get an arm on the weak rusher and pull them down, but most of the time, I would presume a double teamed DL would basically be taken out of the picture unless the RB ran right at them.
 
carumba10
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Biggest problem I saw with the Sim this year was defenses sending Ends to the flats. Obviously that helps the defense on outside runs and screens (surprising also how well the Ends picks up backs in the flats for a few ticks).

The problem was there was no real penalty for doing that. Running where the End has vacated should be a nice result. The problem is the OT and FB would just end up standing there or sometimes chase the End rather than ignoring him and getting up to the 2nd level.
 
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