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Rob.
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Originally posted by DigitalDaggers
Counters aren't OP.

I suggest fixing your builds or fixing your defensive play calls if you can't stop them, but they can be stopped.


Tell you what, let's run a scrim. I will run 100% counters and let's see if you can stop them.
 
temujin83
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Originally posted by Rob.
Tell you what, let's run a scrim. I will run 100% counters and let's see if you can stop them.


 
DigitalDaggers
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Originally posted by Rob.
Tell you what, let's run a scrim. I will run 100% TE passes and let's see if you can stop them.


probably not.
 
Rob.
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Originally posted by DigitalDaggers
probably not.


Let me know when you are ready.
Edited by Rob. on Dec 2, 2015 21:53:01
 
DigitalDaggers
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Originally posted by Rob.
Case closed then.


You saw that I changed your quote?
 
FairForever
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Originally posted by DigitalDaggers
You saw that I changed your quote?


LOL

So DD claims counters are easy to stop, then refuses to scrim in a game where he knows the opponent will call 100% counters...
 
Rob.
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Originally posted by DigitalDaggers
You saw that I changed your quote?


Yeah that threw me off. I'll scrim you with my 2nd best Counter team: http://glb2.warriorgeneral.com/game/team/733
You are two games away from vet and your builds are supposedly ideal. So let's do this.
 
Rob.
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Here's the plays I will run:

Big I HB Counter Sweep Left
SB Big HB Counter Sweep Left
Weak I HB Counter Sweep Left
Weak I HB Counter Sweep Strong
SB Big HB Counter Sweep Strong
 
DigitalDaggers
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Originally posted by Rob.
Let me know when you are ready.


Well my 3.0 Ronin should be better than my 2.0 Ronin against the run.

My 2.0 Ronin definitely haven't played as well as my 1.0 Ronin in general though.

Like I said earlier, builds matter.

Maybe it's just that I think my 2.0 Ronin stop counters well enough to not think that "counters are op"? I don't know....that'd be like how my 2.0 Ronin don't seem to do well against TE passes, but I still don't think "TE passing is op"


I believe this is true:
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If you build a team designed to stop the run and call plays designed to stop the run then, in general, you can stop the run.
---



Note: My opinion on this does NOT mean that we won't make any changes to counters/runs/in general
 
Rob.
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Originally posted by DigitalDaggers
Well my 3.0 Ronin should be better than my 2.0 Ronin against the run.

My 2.0 Ronin definitely haven't played as well as my 1.0 Ronin in general though.

Like I said earlier, builds matter.

Maybe it's just that I think my 2.0 Ronin stop counters well enough to not think that "counters are op"? I don't know....that'd be like how my 2.0 Ronin don't seem to do well against TE passes, but I still don't think "TE passing is op"


I believe this is true:
---
If you build a team designed to stop the run and call plays designed to stop the run then, in general, you can stop the run.
---



Note: My opinion on this does NOT mean that we won't make any changes to counters/runs/in general


If you gameplan to stop counters and I still blow you out it might change your opinion. Keep in mind you already have one of the best run defenses in the tier AND don't even have to worry about my passing. I just want to open your eyes to how bad it is.
Edited by Rob. on Dec 2, 2015 22:09:12
 
Rob.
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So far your argument is that counters can be stopped because your imaginary 3.0 team will be good at stopping the run.

You claim that builds matter and that counters can be stopped. Can you prove it or is it just an uninformed opinion?
 
DigitalDaggers
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Originally posted by Rob.
If you gameplan to stop counters and I still blow you out it might change your opinion. Keep in mind you already have one of the best run defenses in the tier AND don't even have to worry about my passing. I just want to open your eyes to how bad it is.


Understandable
 
DigitalDaggers
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Originally posted by Rob.
So far your argument is that counters can be stopped because your imaginary 3.0 team will be good at stopping the run.


I said that builds matter and that my "imaginary" 3.0 team will be better at the run than my current 2.0 team because I will build my 3.0 players that way.
 
Rob.
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Originally posted by DigitalDaggers
Understandable


Here you go: http://glb2.warriorgeneral.com/game/compare_teams/26/733

You have 5 hours to put in your best counter defense.
 
_OSIRIS_
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Outside runs use to be risky. If they were there they were there, if not they were not. They were part of the chess match between coordinators. That match is where this game really shined. Nearly every offensive scheme could be effective with the right plays and builds. Counters probably needed a very slight buff because they were not very useful, but now the whole game is focused around one kind of play.
 
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