Originally posted by Fumblerooski
Your other response is basically "fix your builds", does that mean:
1) We should be forced to be 100% run or 100% pass offense, since balanced teams cant invest enough for their blocking to work we should never make them. 60/40 run teams really just have to give up on long 3WR throwing due to over will like you propose above
2) Blocking should be totally broken until vet when builds finish, rookies and sophomores especially are just fucked
You shouldnt have to have perfect builds just to execute a simple blocking scheme, it feels like you are proposing that above. Everything you say above is possible for top teams to execute, but why should it be so hard, it should be one of the easiest things in the game to do.
I'm not suggesting 100% pure offenses. It's always going to be harder to build a Balanced Offense, but the rewards should be greater. That's currently debatable in terms of efficacy, but I think Bort/Cdog are clear on their intent that Balanced O should be better than Pure so that the game isn't a spam fest.
I don't like the TE blocking the RDE unless that is truly controllable. I wouldn't say that the Tactics check boxes are an indication of control, however. And even if the TE can pickup the RDE, if the OLine is sliding, then the RG is getting the NT, no? That just seems to be a bad match-up to me.
My comment means two things: The first is that player builds need to be done right. The second is that play calling needs to be done right.
On LZB, my Scatback HB spent 41,280 SP (per Stobie's tool) on Pass Block Tech / Pass Block Power / Pass Block Awareness / Block Consistency. That's about 20% of his SPs. I don't know anything about Salty's builds, but I don't think it's a problem if 20% of SPs get put into blocking for a HB to pickup the Blitz. Of course, it diminishes his running ability but again, the value of a Balanced O should be in play calling and not builds. And the game should reward play calling. That's what the diversity bonus is there for. Who knows though if it's a strong enough effect.
If you're a Balanced O and it's 3rd and 14, Over Will is going to kick your ass if you choose to Pass. I'd argue that it almost should. If it's 3rd and 3, then it shouldn't. I can understand the hate for it if this is the argument. It shouldn't pressure teh QB so much so quickly if the Offense only needs a quick 3 yard reception. (This brings up the shitty completion % of Short Passing, but I digress.)
Over Will is OP against teams that can't handle the fast RO. But it's not OP against teams that are prepared for it. AND it has a definitive weakness. Of the 13 running plays that I mentioned above, there's a nice mix of Inside/Off Tackle/Outside.
Once the QB gets rattled, the HB should pickup the RO most times. Nothing should work every time (because even in the NFL there are OLine blocking mistakes). Once the HB picks up the RO, then you have 6 blockers against 5 rushers. The RG is free to roam and protect the QB against any free DLineman or rollout with the QB to the Strong side and move the pocket.
The biggest problem in dealing with Over Will (IMHO) isn't the OLine blocking assignments. It's the lack of a TRIPS formation play that has the TE running a 5-8 yard flat/out against a LO/SS man cover scheme. That's the obvious audible for a real NFL team and that play doesn't exist in GLB2.
TRIPS Left Hooks has the makings of it, but the TE runs too deep before cutting. You don't need a 15 yard out. You want a sprint to the sideline at an angle so the catch is made 5-8 yards downfield, the TE catches in stride and out runs the LO/SS for a few more yards.
Or imagine TRIPS WR Drags where the TE is doing a 5 yard out to the Strong Side, with WR3 dragging behind him. The first read would be the TE, but if the LO/SS go for a double, then the WR3 drag should have plenty of empty space for a catch and turn up field.
Those would be solid play calls. They're missing.
That's the real problem (IMHO).