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Parab00n
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Originally posted by Rob.
While I love the current balance, I still think counters go for TD's way too often against soooo many different playcalls.


They absolutely are the biggest threat for big plays that we have, I wish WRs had the ability to actually run after a catch but sadly they don't.
 
McGruffHawk
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GG Central. It was a defensive battle in the first half, but by the 2nd half our defense was just worn out.
 
Merik
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Originally posted by Parab00n
They absolutely are the biggest threat for big plays that we have, I wish WRs had the ability to actually run after a catch but sadly they don't.


they actually do have that abillity....but most good defenses got the ability to stop that
 
TDiddy8701
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GG BSB
 
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Originally posted by McGruffHawk
GG Central. It was a defensive battle in the first half, but by the 2nd half our defense was just worn out.


GG Hostile. You guys definitely have a strong defense. Seemed like the NT worked our C all game long.
 
Sov.
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Originally posted by Rob.
Thanks for all that info Xars. Excellent work as always. I think my view on the state of passing may have been slightly off.

Up through season 11 I went pass heavy on all my teams that I OC'ed because it was easier and better than any other options. I had a feeling that balanced offenses were going to take a step forward so I made the adjustment for DA and planned Hall of Fame as a balanced attack. Then last season happened and the game completely changed. Suddenly I was losing to teams I would never lose to before when I went heavy passing on DA and Porn.

It may be totally build and playcalling related, but I have seen the passing game get shut down in ways I never remember happening before. I knew I couldn't lean 100% on the pass game anymore and made the switch for all my teams. Is the passing game worse or did the other offenses just catch up? I guess balanced and run heavy just caught up.

With that said, I still believe passing took a slight step backwards. This is from watching all my teams, but again it may just be defensive builds.

Maybe counters being OP was kind of key to the balance of everything after all? Will toning them down slightly wreck the balance we currently have? While I love the current balance, I still think counters go for TD's way too often against soooo many different playcalls.


i agree with this (because I am rob's multi)

my thoughts are this, currently, the sim is very balanced - but i feel the passing/running ratio being close to 50/50 on many of the balanced teams are only due to the heavy counters. I know for sure that is the case on BB because we wouldnt be able to run in any other form for over 2-3 YPC, but even some of the run heavy teams seem to have to still run counter heavy to be effective.

in my opinion, the recent passing changes balanced out the passing to a level where it is fair and balanced and is able to be shut down effectively, while rushing inside is close to useless and most outside non-counter runs can be easily shutdown even with anti-passing D plays. there is still no effective way to stop the counters without completely selling out for a crazy DE flats or crappy zone type of play that will get torched by passing plays.

i think the defensive reaction to counters needs a tweak, and i think the inside run game needs to be more effective for non pure run teams. By adding those changes, the outside and outside counter run plays will be where they need to be due to the defenses having to adjust for inside rushing and passing, not just outside or pass, etc. that is when the sim will truly be balanced and incorporate a "rock-paper-scissors" type of gameplanning feel
Edited by Sov. on Nov 18, 2015 18:34:57
 
_OSIRIS_
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I think cover CBs and LBs are being built much better than they use to be, other than that passing seems pretty much the same.

Who has always been a balanced/inside run team. Most do not have the patience to recognize that a 4 yard run is a successful play. I like 2nd and 6 better than second and 10.

This is a testament of the balance we have because so many different styles of offenses can work. This is also why I'm not a fan of the current state of counters. You can just keep calling them against most any defense and one out of every 2 or 3 plays there is going to be a big gain. If this doesn't change everyone is going to be sporting counter/pass based offenses, the variety we have now will be a thing of the past. Toning counters back a bit will not ruin balance at all, it will just make you have to work for it. I would like to see them toned down a bit without completely killing them.
 
Merik
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Pass can give big TD's,
http://glb2.warriorgeneral.com/game/replay/229611/1989597
http://glb2.warriorgeneral.com/game/replay/229611/1990403
http://glb2.warriorgeneral.com/game/replay/240140/2216782

from last 2 games of hawaii
 
Makntak
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GG DA! We stuck with you for the best part of 3 quarters but just fell to pieces in what turned out to be a 4th Quarter annihilation. Top team!
 
Rob.
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Originally posted by Makntak
GG DA! We stuck with you for the best part of 3 quarters but just fell to pieces in what turned out to be a 4th Quarter annihilation. Top team!


GG for sure. I was getting worried with how close it was through 3 quarters.
 
Xars
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Originally posted by Sov.
i agree with this (because I am rob's multi)

my thoughts are this, currently, the sim is very balanced - but i feel the passing/running ratio being close to 50/50 on many of the balanced teams are only due to the heavy counters. I know for sure that is the case on BB because we wouldnt be able to run in any other form for over 2-3 YPC, but even some of the run heavy teams seem to have to still run counter heavy to be effective.

in my opinion, the recent passing changes balanced out the passing to a level where it is fair and balanced and is able to be shut down effectively, while rushing inside is close to useless and most outside non-counter runs can be easily shutdown even with anti-passing D plays. there is still no effective way to stop the counters without completely selling out for a crazy DE flats or crappy zone type of play that will get torched by passing plays.

i think the defensive reaction to counters needs a tweak, and i think the inside run game needs to be more effective for non pure run teams. By adding those changes, the outside and outside counter run plays will be where they need to be due to the defenses having to adjust for inside rushing and passing, not just outside or pass, etc. that is when the sim will truly be balanced and incorporate a "rock-paper-scissors" type of gameplanning feel


My current thought from reviewing the data (but not watching games, so take this with a grain of salt) is that Passing and Rushing are pretty balanced in terms of EFFECT but not METHOD.

It's better than it has been because of the effect. Now the sim needs some tweaks to improve the methods.
 
_OSIRIS_
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GG MEM we fumbled the game away.

http://glb2.warriorgeneral.com/game/replay/229116/2291080
 
USC_Trojans
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Originally posted by _OSIRIS_
GG MEM we fumbled the game away.

http://glb2.warriorgeneral.com/game/replay/229116/2291080


gg our pass defense played horrible despite playing the pass all game.
 
_OSIRIS_
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Originally posted by USC_Trojans
gg our pass defense played horrible despite playing the pass all game.


Same thing with our all-run defense.
 
Makntak
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Wah! GG Zombies.

If we could actually tackle your monster backs, we'd have contained that, but we can't, so we didn't. Bit of a blow that one, tbh!
 
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