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Forum > Suggestions > Add awareness bonuses versus repeated plays
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Jampy2.0
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I'm pretty sure the entire point of this thread is to make defenses that are getting their asses whooped by 1 play react better to said play....

Has nothing to do with gameplanning or anything....

You're saying the DC should learn how to stop a play... but sry that's not always going to be the case... Sometimes a DC will pick a bad play in a 2 or 3 play system...

 
bhall43
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Originally posted by Jampy2.0
I'm pretty sure the entire point of this thread is to make defenses that are getting their asses whooped by 1 play react better to said play....

Has nothing to do with gameplanning or anything....

You're saying the DC should learn how to stop a play... but sry that's not always going to be the case... Sometimes a DC will pick a bad play in a 2 or 3 play system...



1) The entire point shouldn't be for just defense because defense is the only side of the ball who can get away with spamming one play over and over and over an entire game.

2) Talking about how someone should react to a play coming because a team ran a play multiple times in a game is the most ridiculous thing ever. To play devil's advocate on that I suggest that a huge penalty be given to the reaction to a play ran to the opposite side of the field after I run one play to one side of the field over and over.

3) It has everything to do with gameplanning. If a team runs one play every game, you should be able to see that and stop that. If they tricked you, good for them.
 
bhall43
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RPP is without a doubt the laziest idea ever to come out of GLB.
 
Jampy2.0
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Originally posted by bhall43
To play devil's advocate on that I suggest that a huge penalty be given to the reaction to a play ran to the opposite side of the field after I run one play to one side of the field over and over.


That doesn't make much sense bud.

Originally posted by bhall43
3) It has everything to do with gameplanning. If a team runs one play every game, you should be able to see that and stop that. If they tricked you, good for them.


Ok... But thing is this is supposed to be a football simulation. In football when a team runs the same thing over and over, the opposite side of the ball gets hip. gameplanning is cool.... But gameplans go out the window when teams come in and smack you around irl.
 
bhall43
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Originally posted by Jampy2.0
That doesn't make much sense bud.


It doesn't make sense that a team would be surprised by a new play ran from the same formation when they think they know exactly what is coming? Bitch plz. You want to talk about "irl", that is "irl".

Originally posted by Jampy2.0
Ok... But thing is this is supposed to be a football simulation. In football when a team runs the same thing over and over, the opposite side of the ball gets hip. gameplanning is cool.... But gameplans go out the window when teams come in and smack you around irl.


Gameplan better.
 
bhall43
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Regardless of what you are sitting on though, most of how well you do is going to depend upon who your OC is during the early levels of his development.
 
Jampy2.0
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Originally posted by bhall43
Gameplan better.


So you're going to tell that to Broncos? Gameplan better?

It's nothing about gameplanning. Once you stop thinking about gameplanning then you will understand...
 
bhall43
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Originally posted by Jampy2.0
So you're going to tell that to Broncos? Gameplan better?

It's nothing about gameplanning. Once you stop thinking about gameplanning then you will understand...


You are making irrelevant points.
 
Jampy2.0
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I'm glad you finally see how gameplanning is an irrelevant point.

this has nothing to do with gameplanning.

If you're getting smacked in a game, what the hell did the gameplan do?
Out the freaking window.
 
Xavori
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Originally posted by bhall43
Gameplan better.


The problem with this is that because of the sim's structure, there is no way to account for a new gameplan being made for a game.

For example, an hour from now, my team Lost Lounge will be playing your team, Rapper's. In that hour, I realize that based on the play calling you use for your offense, that if I run 100% All Out Blitz (I actually have this playbook/tactics set up already just for teh lulz) will completely shut down all but two of your plays, and those two plays are low priority in your playbook. How exactly would you game plan for that given that you had no idea, and no way of having any idea, of what my gameplan would be or that it would consist of a single play? And does it make the game better or worse that a defense that is so utterly cheesy could even have the possibility of being effective?

And it doesn't even have to be that extreme. Last season was a whole lot of ZEB/DAG defenses. Sure, a few teams figured out how to gameplan against that (well, except for the championship games where they magically worked again), but how does the possibility of such cheeseball playcalling make GLB2 a better game?
 
Jampy2.0
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Originally posted by Xavori
The problem with this is that because of the sim's structure, there is no way to account for a new gameplan being made for a game.


This... Unless you face a team like OG or SF that you know they will ONLY pass, and maybe a sprinkle of running (which is negligible) gameplanning is just guessing what the opponent will run at this point.
 
Xavori
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Originally posted by bhall43
Gameplan better.


p.s. That gameplan that just held you to 157 total yards on offense was really for reals made for just that game and was something you couldn't have seen coming. It does, however, highlight that I have the whole "Gameplan better." thing down.
 
DeeVee8
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Originally posted by bhall43
Bitch plz.


 
Jampy2.0
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Originally posted by bhall43
Gameplan better.


i bet gameplanning didn't help rappers?
 
bhall43
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Originally posted by Jampy2.0
I'm glad you finally see how gameplanning is an irrelevant point.

this has nothing to do with gameplanning.

If you're getting smacked in a game, what the hell did the gameplan do?
Out the freaking window.


The gameplan made you good. Sorry you keep missing the point.
 
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