User Pass
Home Sign Up Contact Log In
Forum > Suggestions > Middle Overload - the lazy mans defense
Page:
 
Rom_Fox
offline
Link
 
Originally posted by bhall43
That still isn't fixing this play.


if the play's effectiveness diminishes you don't have to fix it

makes it a high risk/reward play - now it's a low risk high reward play - if it gave up a TD 50% of the time it would self-regulate
 
Galithor
offline
Link
 
http://glb2.warriorgeneral.com/game/replay/58751/3034130?player_id=36354

Sack begins at tick 25. I don't care how much pass or pocket awareness you've accumulated via some sort of progressive penalty to repeated plays. You're not overcoming that type of sack.

And I get that sometimes defenders just "make plays". He's building to do precisely what he did on that play, but in this case, his alignment on the gap between the guard and tackle in Middle Overload is more to blame than his skillset.

What's dirtier? While he's building to do precisely this, he's by no means maximized the ability to do this. The OT got a full frame (8.5 vs 9.5) head start on the snap reaction. He still didn't have a prayer of stopping that sack. Never even laid a hand on the DE. At some point, without a change, we'll line up in Middle Overload, and we won't care if you're pitching or passing. We're going to be able to sack your Quarterback before he's even managed to dropback at all or pitch the ball every single time first step fires, which is going to be very, very often at endgame. Adderfist's defensive ends lined up underneath the OTs are going to simply murder everything. I'm not complaining at all. I do think it's worthwhile to point it out to Corndog though. It's not just a rookie or sophomore issue. This play is cheesy at all levels of the game currently being beta tested.

Anyone else excited to see what DEs built like that are going to do after the offseason bonus we get? I know Adderfist is giddy about it.
 
bhall43
offline
Link
 
Originally posted by Rom_Fox
if the play's effectiveness diminishes you don't have to fix it

makes it a high risk/reward play - now it's a low risk high reward play - if it gave up a TD 50% of the time it would self-regulate


The offense is already really good. Putting things in place like this just makes a DC have to shell out 10+ plays per formation for the sake of not running a play enough to where the offense becomes even better. This is not a fix. This is awful. You are taking one play that is really good and making it less good while making every other play that much worse.
 
bhall43
offline
Link
 
Furthermore as an OC I am down to running one formation at all costs. Why? Because I want to get to the point where you have ran your plays enough and my awareness is skyrocketed.
 
Rom_Fox
offline
Link
 
would apply to the offense as well of course and stop them from spamming - and yes it would have to be about overall balance which might include better coverage etc.

let's just go with point-wise nerfs to keep you happy though
 
Aeir
offline
Link
 
Could just have it where if the same offensive play is called each time after the 2nd (in case the CPU happens to call a play twice in a row) that the entire defense all gets +5 Man/Zone/Blitz Awareness, +5 Pursuit, +5 Defensive Consistency (perhaps +5 Snap Reaction & +5 Heart if needed).

Same could be said for the offensive side, where if the defense calls the same play more than twice, the offense gets +5 RunBlock/PassBlock/LeadBlock/Carry/Rec/Pass/Pocket Awareness, +5 Rec/Block Consistency (again +5 Snap Reaction & Heart too if needed).

The Awareness increases logically says that the players know what the opposing players are trying to do.

Stats would obviously need to be reset to baseline upon a new play being called.

Nothing insurmountable on the 3rd or 4th time a play is called in a row, but after the 5th/6th/7th time the effectiveness of the play will be increasingly reduced.
 
bhall43
offline
Link
 
Originally posted by Rom_Fox
would apply to the offense as well of course and stop them from spamming - and yes it would have to be about overall balance which might include better coverage etc.

let's just go with point-wise nerfs to keep you happy though


I already run a ton more plays offensively than the defense runs. That doesn't hurt me one bit. I will run 10+ 2 or 3 WR plays all day long and it will destroy you as a DC because you are forced to put in 10+ plays against those formations in order to keep up which means you now have a bunch of shitty plays while I don't.
 
bhall43
offline
Link
 
Originally posted by Aeir
Could just have it where if the same offensive play is called each time after the 2nd (in case the CPU happens to call a play twice in a row) that the entire defense all gets +5 Man/Zone/Blitz Awareness, +5 Pursuit, +5 Defensive Consistency (perhaps +5 Snap Reaction & +5 Heart if needed).

Same could be said for the offensive side, where if the defense calls the same play more than twice, the offense gets +5 RunBlock/PassBlock/LeadBlock/Carry/Rec/Pass/Pocket Awareness, +5 Rec/Block Consistency (again +5 Snap Reaction & Heart too if needed).

The Awareness increases logically says that the players know what the opposing players are trying to do.

Stats would obviously need to be reset to baseline upon a new play being called.

Nothing insurmountable on the 3rd or 4th time a play is called in a row, but after the 5th/6th/7th time the effectiveness of the play will be increasingly reduced.


Again this is not helpful.
 
Rom_Fox
offline
Link
 
Originally posted by bhall43
Again this is not helpful.


that should be on your tombstone
 
Aeir
offline
Link
 
Originally posted by bhall43
Again this is not helpful.

Neither is this.

Is this not a suggestion thread?
Edited by Aeir on Jun 24, 2014 10:45:25
 
bhall43
offline
Link
 
Originally posted by Aeir

Neither is this.

Is this not a suggestion thread?


I am saying that your suggestion doesn't fix the play. Whether you set up yours and Rom's suggestion like

A) for every x amount of plays ran in a row, attributes get better

or

B) after x amount of times a play is ran in a game, attributes get better

That isn't a fix to Middle Overload. A is an absolutely easy work around in which a lot of teams already do (add ZEB to the playbook, maybe even a man base play here and there) and B gives all that much more advantage to the offense who already is really hard to stop.
 
Galithor
offline
Link
 
You know what might work? Lining them up in a true 4-4 stack. All 4 LBs directly behind the dlinemen. I'd think that'd fit the name of the play better too.

evasive built des would certainly have the lbs attempting to blitz inside without the need for any waypoint stuff like corndog had mentioned too if the LBs were stacked.
Edited by Galithor on Jun 24, 2014 11:48:44
 
Adderfist
offline
Link
 
Originally posted by Galithor
You know what might work? Lining them up in a true 4-4 stack. All 4 LBs directly behind the dlinemen. I'd think that'd fit the name of the play better too.


Except it's a 4-3. You'd have to have the SS become a LB. I'd rather the play be the same as what the play art is currently. Make it an inside blitz where there's risk involved vs the pass.

Slightly different idea; but if we could get zone plays out of GL i'd love it too.
 
bhall43
offline
Link
 
Isn't that just zero edge blitz?
 
bhall43
offline
Link
 
Originally posted by Adderfist
Except it's a 4-3. You'd have to have the SS become a LB. I'd rather the play be the same as what the play art is currently. Make it an inside blitz where there's risk involved vs the pass.

Slightly different idea; but if we could get zone plays out of GL i'd love it too.


It should really work a lot like thunder smoke except that the fs plays up and the mlb doesn't blitz.
 
Page:
 


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