User Pass
Home Sign Up Contact Log In
Forum > Goal Line Blitz 2 > Broken Running Plays
Page:
 
Lokiness
offline
Link
 
To me it looks like there is no pre-defined blitzing path and they just try to anticipate the HB position before the counter happens and when the said counter happens it's already too late and they are stuck in traffic.
Edited by Lokiness on Oct 14, 2015 12:26:44
 
Rob.
offline
Link
 
Originally posted by o The Boss x
Robs team stopped the play you're bitching about for 3.1ypc without any superstars on defense against a team with a full S* offensive line. I don't think I need to argue anything, he stopped his own argument.


Yeah because one game is so much stronger than a whole season of data. That was a game where Parab00n completely sold out to stop that play. If a certain play puts up monster numbers against 90%+ of plays getting called against it then it is overpowered. Pretty simple.

It was the same argument with GL QB Rollouts too. They were spammed like crazy and put up monster numbers against 90% of the defensive calls. People who used them would point out the games where they got shut down as proof that they weren't OP.

If we can point to one game samples then I guess no play in this game has ever been too strong. Which I think is BS.
 
Parab00n
offline
Link
 
Let me give everyone something you aren't realizing, you don't blitz to stop counters. If you do, you either get a TFL or give up a huge gain. If you are willing to take the risk for a couple extra TFL then go for it, but if you would rather hold it for smaller gains until you can get a TFL then don't blitz. You guys keep posting these blanket numbers that don't account for the most important factors of what is the quality of opponent and what strategy did he use to stop it.
 
Rob.
offline
Link
 
Originally posted by Lokiness
To me it looks like there is no pre-defined blitzing path and they just try to anticipate the HB position before the counter happens and that's why they get fouled so hard.


And that's the issue. Defenders get fooled on every single counter instead of heading on the path they are supposed to go on.
 
TxSteve
Not A Mod
offline
Link
 
Boss - looking at a couple bulls games:

No name ran it 8 times for 10.8 yards per against you.

Animal kingdom ran it 8 for 7.4 // 4 for 10.3
and AK ran QB trip roll out 6 times for 12.8 each

 
Rob.
offline
Link
 
Originally posted by Parab00n
Let me give everyone something you aren't realizing, you don't blitz to stop counters. If you do, you either get a TFL or give up a huge gain. If you are willing to take the risk for a couple extra TFL then go for it, but if you would rather hold it for smaller gains until you can get a TFL then don't blitz. You guys keep posting these blanket numbers that don't account for the most important factors of what is the quality of opponent and what strategy did he use to stop it.


The issue is that you should be able to blitz to stop counters. You have adapted and that's great, but it doesn't mean it's right.
 
TxSteve
Not A Mod
offline
Link
 
Back when they were really powered and romo was exploiting them over and over -- that was a blitz awareness issue.

It doesn't seem that defenders get any kind of a man awareness check to see that a counter is coming -- and they all automatically blindly follow the play. That is broken.

It's like a free, automatic 'pump fake' on every single defender.
 
TxSteve
Not A Mod
offline
Link
 
Originally posted by Rob.
The issue is that you should be able to blitz to stop counters. You have adapted and that's great, but it doesn't mean it's right.


right - the blitz should make certain that you don't fall for the 'fake' -- you follow your path and then bam! look the guy is now coming back..sweet...I'm in the perfect position to make a play.
 
Parab00n
offline
Link
 
Originally posted by Rob.
The issue is that you should be able to blitz to stop counters. You have adapted and that's great, but it doesn't mean it's right.


That doesn't make sense, Counters are made to beat blitzes.
 
Parab00n
offline
Link
 
Originally posted by TxSteve
right - the blitz should make certain that you don't fall for the 'fake' -- you follow your path and then bam! look the guy is now coming back..sweet...I'm in the perfect position to make a play.


Ok, what kind of logic is this? A blitz isn't a Zone play where you are assigned a portion of the field.
Edited by Parab00n on Oct 14, 2015 12:32:12
 
Lokiness
offline
Link
 
Hum, so Blitz Awareness can allow them to react fast enough to the counter to not get stuck in traffic?
Because I think that no matter the Blitz Awr they will rush the opposite side of the field until the counter happens and they pass the check to react to it.

Btw shouldn't it be Pursuit that affect the time of reacting to a counter? The QB already gave the ball to the HB so it shouldn't be Blitz Awr.

EDIT: Para I kinda agree for CBs because on a non counter run the only way the CB is going to get to the HB is by taking this path, but that's not true for a blitzing LOLB for example, he is losing all his momentum and getting obstructed by OLinemen instead of chasing from behind.
Edited by Lokiness on Oct 14, 2015 12:38:29
Edited by Lokiness on Oct 14, 2015 12:36:42
 
o The Boss x
offline
Link
 
Old AIs don't stop the run anymore, we get it. I wasn't even here for most of the run teams we've played this season.

No Name is a primarily passing team, so throwing out a 2 Man Press, 335 man base, or over will mike blitz like I assume was thrown out there should be able to be ran against efficiently.

The only thing I've learned from this post is to not blitz against counters. Blitzes didn't work back when they were prevalent in the early seasons, and they still don't work now. You can thank USC and diddy for blitzing against them back then and letting them become overpowered. If you want to watch teams stop counters back then you can watch the old QC vs. Hawaii.

Point is, the community already lobbied for the sim to change to their builds. A lobby for the sim to change to our gameplans seems a bit ridiculous
 
TxSteve
Not A Mod
offline
Link
 
prior to this season - the blitz path...when a straight line...was written in stone pretty much. Now it seems defenders abandon their blitz path as soon as the ball is hiked (only on counters from what I've seen) and chase where they think the ball carrier is going (ie wrong side of the field).

Then the players realize their mistake -- and try running back -- generally (often) getting piled up....exactly like happened on the GL QB Rollouts back in seasons 1-9. Whatever they changed in the sim did make the run more viable...but it also took a few steps back in terms of defensive player logic against counters (in my opinion)
 
Parab00n
offline
Link
 
Originally posted by TxSteve
prior to this season - the blitz path...when a straight line...was written in stone pretty much. Now it seems defenders abandon their blitz path as soon as the ball is hiked (only on counters from what I've seen) and chase where they think the ball carrier is going (ie wrong side of the field).

Then the players realize their mistake -- and try running back -- generally (often) getting piled up....exactly like happened on the GL QB Rollouts back in seasons 1-9. Whatever they changed in the sim did make the run more viable...but it also took a few steps back in terms of defensive player logic against counters (in my opinion)


So we want to go back to LBs blitzing to the QB no matter if he sees the HB with the ball running up the middle of the field? A counter play is designed to momentarily get a defender out of place to give blockers more time to set up a wall.
 
Link
 
Fix ur builds.
 
Page:
 


You are not logged in. Please log in if you want to post a reply.