I'd love some new defensive plays to counter the BTE combo of plays
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bhall43
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Originally posted by Myrik_Justiciar
I'd love some new defensive plays to counter the BTE combo of plays
Those and the 4 wr stuff need some defensive play upgrades.
A really good idea would be to look at stobies tool and figure out the best plays from the season and then say hey user base, make up some plays that you would think would be good counters for this specific play. Then design 2 of those that actually make some sense for the new season.
It's good for the user base and for the game. Then when that gets balanced you introduce more offensive plays.
I'd love some new defensive plays to counter the BTE combo of plays
Those and the 4 wr stuff need some defensive play upgrades.
A really good idea would be to look at stobies tool and figure out the best plays from the season and then say hey user base, make up some plays that you would think would be good counters for this specific play. Then design 2 of those that actually make some sense for the new season.
It's good for the user base and for the game. Then when that gets balanced you introduce more offensive plays.
bhall43
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I hate to say it but I don't know of Blitzers need more SA's or an upgrade for tunnel vision but blitzing needs work at journeyman through vet. I know the early stages are sack bait but later stages are anything but. Blitzing needs help. Or if you can somehow design a blitz that overcomes 2 TE stuff it would be cool. That's a really hard to blitz formation.
JokersChaos
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Originally posted by Corndog
You do champion it quite a bit. Not sure why you think people wouldn't spam the best plays if there were more of them. Four hundred isn't enough, what do you think will be the breakpoint? What magic number in your head is when people will stop spamming the plays that work the best?
I like to think my WWMI is 1 of the most (if not the most) out of the box play calling team in the League (successfully). Even with all the other plays I use outside of the "Top Plays, there are still plays that are almost worthless and unused. Could use Stobie's tool to some how locate all the plays that don't get used and get rid of them. Why? Because a lot will look good to the average or new agent but just consistently fail, the agents then will quit because they don't understand why. There are a ton of plays that could be removed/replaced or even what someone suggested before "Improved". Run a SIM of some of these plays against top 15 used defensive plays and identify either where the reads go wrong or if the play is just crap and remove.
You do champion it quite a bit. Not sure why you think people wouldn't spam the best plays if there were more of them. Four hundred isn't enough, what do you think will be the breakpoint? What magic number in your head is when people will stop spamming the plays that work the best?
I like to think my WWMI is 1 of the most (if not the most) out of the box play calling team in the League (successfully). Even with all the other plays I use outside of the "Top Plays, there are still plays that are almost worthless and unused. Could use Stobie's tool to some how locate all the plays that don't get used and get rid of them. Why? Because a lot will look good to the average or new agent but just consistently fail, the agents then will quit because they don't understand why. There are a ton of plays that could be removed/replaced or even what someone suggested before "Improved". Run a SIM of some of these plays against top 15 used defensive plays and identify either where the reads go wrong or if the play is just crap and remove.
Xars
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I'd like it if Cdog nerfed and buffed existing plays more.
I'm not against new plays but there are a ton of bad O and D plays.
Fixing/tweaking 10 of each per season would be neat. Hence my suggestion awhile back about Systems over Goals.
But Cdog keep showing up. Please.
I'm not against new plays but there are a ton of bad O and D plays.
Fixing/tweaking 10 of each per season would be neat. Hence my suggestion awhile back about Systems over Goals.
But Cdog keep showing up. Please.

bhall43
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Originally posted by Xars
And now I'll have to re-spam TE Drive 30 times a game to show it still works.
Still a good play but not the play it was in the logzilla era.
And now I'll have to re-spam TE Drive 30 times a game to show it still works.
Still a good play but not the play it was in the logzilla era.
Sov.
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personally i thought cdogs change idea for % of plays to effect chemistry was a good idea. i dont think 66% is the number but 50% could be a great breakpoint. too many teams have s* on the field every snap aside from ST
however, it could be an issue where one player (lets say a pure pass rush DE) gets benched one game for any reason (lets say for a pure run team) so since the guy is benched one game and hence under 50% of snaps, he will have a chem hit take effect the next game?
i would suggest if you were to do something like this, it needs to work both ways. would need to implement both chem and health as Xars stated. form some system where players playing too many snaps have their "health" decrease and players playing too little of snaps have their "chem" decrease and vise versa so it would be a fine balance to have your team playing in the perfect synergy. would add another whole level of depth IMO
however, it could be an issue where one player (lets say a pure pass rush DE) gets benched one game for any reason (lets say for a pure run team) so since the guy is benched one game and hence under 50% of snaps, he will have a chem hit take effect the next game?
i would suggest if you were to do something like this, it needs to work both ways. would need to implement both chem and health as Xars stated. form some system where players playing too many snaps have their "health" decrease and players playing too little of snaps have their "chem" decrease and vise versa so it would be a fine balance to have your team playing in the perfect synergy. would add another whole level of depth IMO
Detroit Leos
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Originally posted by Sov.
personally i thought cdogs change idea for % of plays to effect chemistry was a good idea. i dont think 66% is the number but 50% could be a great breakpoint. too many teams have s* on the field every snap aside from ST
however, it could be an issue where one player (lets say a pure pass rush DE) gets benched one game for any reason (lets say for a pure run team) so since the guy is benched one game and hence under 50% of snaps, he will have a chem hit take effect the next game?
i would suggest if you were to do something like this, it needs to work both ways. would need to implement both chem and health as Xars stated. form some system where players playing too many snaps have their "health" decrease and players playing too little of snaps have their "chem" decrease and vise versa so it would be a fine balance to have your team playing in the perfect synergy. would add another whole level of depth IMO
I think it would be a neat level of depth to the sim as well. It would crush BSB in multiple ways but if done right, it could be a lot of fun.
personally i thought cdogs change idea for % of plays to effect chemistry was a good idea. i dont think 66% is the number but 50% could be a great breakpoint. too many teams have s* on the field every snap aside from ST
however, it could be an issue where one player (lets say a pure pass rush DE) gets benched one game for any reason (lets say for a pure run team) so since the guy is benched one game and hence under 50% of snaps, he will have a chem hit take effect the next game?
i would suggest if you were to do something like this, it needs to work both ways. would need to implement both chem and health as Xars stated. form some system where players playing too many snaps have their "health" decrease and players playing too little of snaps have their "chem" decrease and vise versa so it would be a fine balance to have your team playing in the perfect synergy. would add another whole level of depth IMO
I think it would be a neat level of depth to the sim as well. It would crush BSB in multiple ways but if done right, it could be a lot of fun.
Galactic Empire
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All I ask is if this is going to be implemented, let us know ASAP. I will be pissed if we don't see the change until the last day of the off season and the GE has already made our roster for the new Academy team 

Detroit Leos
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At least a rookie squad will be able to adjust to any changes easily. BSB could be screwed for our ride to Vet unless I PUP players up and convert which is a bit pricey for me personally... :/
Galactic Empire
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Also, if you are gonna tie this to play time, give the offense more options on the depth chart. I want to be able to put a FB in at HB. Academy will only have 1 HB on the roster and he can never sub out as it is.
You need to think about all the ramifications if you go through with this.
You need to think about all the ramifications if you go through with this.
Detroit Leos
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Originally posted by Galactic Empire
Also, if you are gonna tie this to play time, give the offense more options on the depth chart. I want to be able to put a FB in at HB. Academy will only have 1 HB on the roster and he can never sub out as it is.
You need to think about all the ramifications if you go through with this.
I think part of the idea is to force people to have depth at each position group...
If they do a change like this though, I would like depth chart substitution settings worked over as well. If one player has much more conditioning than another, they could easily eclipse the percentage of plays required to get slapped with a penalty even on frequent subs.
Also, if you are gonna tie this to play time, give the offense more options on the depth chart. I want to be able to put a FB in at HB. Academy will only have 1 HB on the roster and he can never sub out as it is.
You need to think about all the ramifications if you go through with this.
I think part of the idea is to force people to have depth at each position group...

If they do a change like this though, I would like depth chart substitution settings worked over as well. If one player has much more conditioning than another, they could easily eclipse the percentage of plays required to get slapped with a penalty even on frequent subs.
Galactic Empire
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My point is if they are gonna make playing time an integral part of the game, they need to give us total control over the depth chart to sub in guys where and when we want.
Edited by Galactic Empire on Aug 14, 2017 15:45:59
Detroit Leos
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Originally posted by Galactic Empire
My point is if they are gonna make playing time an integral part of the game, they need to give us total control over the depth chart to sub in guys where and when we want.
I do not believe that they would make a change like this to limit roster manipulation only to make another loophole that allows us to manipulate rosters...
My point is if they are gonna make playing time an integral part of the game, they need to give us total control over the depth chart to sub in guys where and when we want.
I do not believe that they would make a change like this to limit roster manipulation only to make another loophole that allows us to manipulate rosters...
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