Originally posted by tragula
More correctly, there are 3 basic alignments per O player on the LOS (head up, inside shoulder outside shoulder). With a TE that is 6*3 = 18. Now you populate that with 4 DL you have 3060 possible front 4. Then you need to add the possible LBs and DEs that are split wide.
No human player needs to learn how to handle this multiplicity by memorizing all possibilities. It is not too complicated to reduce the problem to ~4-6 basic alignments for each front (3-4, 4-3, 5-2, ...). The way GLB does it right now is flawed. I think it can be corrected, if they are willing to have a rethink and redo instead of just patching on the 2.5 years old code.
Overload blitzes should not be picked up.
- The O should have the tools to punish them.
- The O should have a way to choose blocking scheme that will nullify an overload blitz (opening a weakness somewhere else on the line).
- But when the D dials the right overload, and the O is surprised it needs to be a sack. It is bad news knowing that this will not be part of the future of the game.
There are still only 7 holes, only 7 ways to get past a player. (Yeah, I guess you could count the players too if you wanted to run over top of them after a reverse pancake... but you don't *plan* for that in assigning blockers.)
You have 7 holes. Period.
You have X number of blitzers fitting into those holes (and multiple through one hole).
By locating which blockers are closest (and available) to that hole, you can assign your bockers.
I don't care that there are literally 1000s of places a blitzer trying to get through the 3 hole can start from on the field's XY positions. They still have a path through the hole and that path can be intercepted by a blocker. That's how you assign blockers. It's not that hard.
More correctly, there are 3 basic alignments per O player on the LOS (head up, inside shoulder outside shoulder). With a TE that is 6*3 = 18. Now you populate that with 4 DL you have 3060 possible front 4. Then you need to add the possible LBs and DEs that are split wide.
No human player needs to learn how to handle this multiplicity by memorizing all possibilities. It is not too complicated to reduce the problem to ~4-6 basic alignments for each front (3-4, 4-3, 5-2, ...). The way GLB does it right now is flawed. I think it can be corrected, if they are willing to have a rethink and redo instead of just patching on the 2.5 years old code.
Overload blitzes should not be picked up.
- The O should have the tools to punish them.
- The O should have a way to choose blocking scheme that will nullify an overload blitz (opening a weakness somewhere else on the line).
- But when the D dials the right overload, and the O is surprised it needs to be a sack. It is bad news knowing that this will not be part of the future of the game.
There are still only 7 holes, only 7 ways to get past a player. (Yeah, I guess you could count the players too if you wanted to run over top of them after a reverse pancake... but you don't *plan* for that in assigning blockers.)
You have 7 holes. Period.
You have X number of blitzers fitting into those holes (and multiple through one hole).
By locating which blockers are closest (and available) to that hole, you can assign your bockers.
I don't care that there are literally 1000s of places a blitzer trying to get through the 3 hole can start from on the field's XY positions. They still have a path through the hole and that path can be intercepted by a blocker. That's how you assign blockers. It's not that hard.