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Originally posted by dcarbo
How low is too low? Are we talking 60, or 70?


Anywhere fro 40-55 for most guys. S* around 55 - 70. Several of my players started with 25 conditioning so I could use the Attributes elsewhere and use things like Egotists and leave stamina at 1.

My reset will see almost every player end with over 60 and most will end with over 70, including my entire offensive line/TEs. I will be an all running team, focusing on power AND they will all end with over 90 tech, including the TEs and FBs.
Edited by Galactic Empire on Apr 28, 2016 18:00:07
Edited by Galactic Empire on Apr 28, 2016 17:59:28
Edited by Galactic Empire on Apr 28, 2016 17:58:47
 
dcarbo
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Oh, great. Another all-run team. I feel like I've been teleported to the freakin' 1930's.
 
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Option left, toss right, dive up the middle!
 
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All of my team will have 50 conditioning except for stars who will have 60. I'd say we need to be at least 10 points higher minimum.
Edited by Myrik_Justiciar on Apr 28, 2016 20:06:21
 
dcarbo
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I think the developers should remove the restrictions on defensive substitutions. Allow the DCs to sub a LB or SS at CB, DTs at DE. DE at LB, any DB at LB.
LBs and safeties would face zero OOP reductions against running plays. CBs would face zero OOP against passing plays.

Instead of having to base the design of every player on your team around a handful of running plays, allow DCs to use the builds they've already got.

It would open up the playbooks and enable us to build defenses that can play run or pass.

So when a one-dimensional running team lines up, they're facing a defacto 3-5-3. That's 3DTs, 5 LBs and 3 Safeties. And the LBs aren't going to obediently line up where they can be trapped by a single pulling guard.

All passing team? Same playbook, only now we're running it as a 3-2-6. With 3 DE's, 2 LBs, 4 CBs and 2 Safeties.

Balanced attack? You'll end up using standard subs.

And the builds would go back to what they're supposed to be.

Edited by dcarbo on Apr 29, 2016 13:13:09
 
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Good Game Noles. I had my test defensive playbook in...
 
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Can you tell me what WR NIghtmare's snap reaction is:

http://glb2.warriorgeneral.com/game/player/182179
 
dcarbo
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GG Deez Nuts. Your CBs were on it today.
 
MileHighShoes
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Originally posted by dcarbo
GG Deez Nuts. Your CBs were on it today.


Yes gg, they were rather excellent in coverage today, RNG was definitely in my favor. Well played.
 
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GG Rapids
 
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Originally posted by Galactic Empire
Can you tell me what WR NIghtmare's snap reaction is:

http://glb2.warriorgeneral.com/game/player/182179


I am not sure why you want to know that. Based on what I saw it didn't play a part in what happen. His Run Blocking skills is what did you CB in.

Just so you know his Snap Reaction is 18. But he does has First Step SA so maybe this helps him get off ball quicker.

Anyways can you please elaborate on the point you are trying to make. Thanks.
 
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Thanks for the response. I think I got the info that I am looking for. I am guessing he has pretty high (+60) run block tech?

I found a new play that I really like to stop 2TE runs/counters. It really does well against Big I Counter left as long as the CB contains. In my game vs Seminoles, the CB did not contain. As soon as the ball is snapped, the CB starts running across the field or runs to far inside, instead of running straight into the back field or being blocked. Watch the CB on this play:

http://glb2.warriorgeneral.com/game/replay/296896/3011641

That screwed up the play...bad.

Now watch the CB on this play:

http://glb2.warriorgeneral.com/game/replay/309546/2593241

He gets blocked before he can start running across the field and go for the "fake" on the counter. I basically want my CB to get blocked on these plays. That will force him to contain on that side. My question about snap reaction was why didn't your WR ever engage my CBs right after the snap? I think it has to do with his snap reaction being so low.

Hopefully if I build my CBs with zero investment in snap reaction and blitz awareness, they will get blocked instead of going for the fake in the counter and running across the field, only to get caught up in all that mess.

Hell, if the CB would just follow his normal path and chase the HB down from behind the line of scrimmage, like the play art says, it wouldn't even matter.

 
GoGetta
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It did well against big I counter left. It pooped the bed with other runs.

SB BIG HB Sweep Right: 17.5 ypc
BI HB Sweep Right: 11.5 ypc
SB BIG HB Counter Sweep Right: 10.3 ypc
 
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Yeah...that is because of:

1. your HB is a beast
2. my SS lacks conditioning and top end speed (when I reset, he will be a super* with 80 conditioning and 95 speed)
3. Vader cannot break blocks very well. (when I reset, he will end with 70 BRB and Silver Shed Block/Closing Speed and 70 footwork)
4. my strong side CB will have higher BRB and Hold Ground on my reset.

All that being said, I will scrap that play unless my weak side CB can contain on almost every play.

My other outside run play is great vs outside runs but sucks against passes and up the middle runs.
Edited by Galactic Empire on Apr 30, 2016 14:30:21
Edited by Galactic Empire on Apr 30, 2016 14:30:08
 
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The play doesn't work unless you have a superb CB (S*). You may disrupt it a play here or there, but it just doesn't shut it down ... A couple other plays do decent against it but it leaves you vulnerable to other plays.

Same game here is a play where you CB did what you wanted him to do. He just couldn't sustain it for the whole game.

http://glb2.warriorgeneral.com/game/replay/296896/3010413
In actuality the first 3 or 4 times I ran that you shut it down. Than this:

http://glb2.warriorgeneral.com/game/replay/296896/3010964
Edited by Nigerian Nightmare on Apr 30, 2016 14:41:35
Edited by Nigerian Nightmare on Apr 30, 2016 14:38:51
 
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